Rob Ainscough

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Rob Ainscough last won the day on June 5

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About Rob Ainscough

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    Director of Development
  • Birthday 07/16/1964

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    Concord, CA
  • Interests
    3D animation (Cinema 4D), Auto Racing (Lotus Cup USA series driver/owner), Racing and Flight simulation and Flight.

About Me

  • About Me
    Software Engineer, Auto racer, Building of stuff, Video Editor/Creator, Music creator, BETA tester ... always very busy.

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  1. Screen resolution doesn't change (on 4K monitors), only the physical size changes, so the larger you go in monitor size the larger everything (text, icons, etc.) will appear to be ... it also depends on your view distance to the monitor, the further away from the monitor your eye point the smaller text icons will appear to be and visa-versa. The two side monitors are for the networked PC (right side of desk) that has Flight planning/moving map on the right side monitor (this is also a 4K monitor but much smaller and hence will have smaller text/icons but it's closer to me), the left side monitor (1440p) will be used to display weather (HiFi AS4 weather map). The trick is getting everything positioned correctly so that nothing is obstructed at my POV ... the way I have it now is going to be close to final positioning. I have a overhead shotgun mic (not setup yet) that I use for voice (video tutorials, voice activation, etc.) ... it swings in/out as needed and doesn't obstruct my view. TrackIR normally sits on top of my monitor, but I've stopped using TrackIR since I starting using Chaseplane with a XBOX one controller so not sure if I'll hook that backup. I also have not mounted my two keyboards yet as I might go with a keyboard/mouse switch which allows for just one keyboard/mouse to control both computers. Cheers, Rob.
  2. Yes there is, but it's not been updated for a while: For example several Milviz aircraft support this Weather Radar (Beavers and Otter and C310) ... the integrated control adjustments are also available to GIT (GoFlight Interface Tool) so you can map the controls to GoFlight modules. Don't recall the option being available for the TFDi 717? Perhaps I missed it? But the list does need to be updated since June 2016. Cheers, Rob.
  3. If you run 1080p then you might want to use SSAA rather than MSAA. But sounds like you might have other issues, have you check that your don't have an NI profile setup for your 980 that might be conflicting with your in-sim settings? Also, if you have "widescreen" enabled, I suggest you disable it. Cheers, Rob.
  4. Agree, still have some wiggle room for that issue - in terms of being able to view unobstructed, move my power on delay sequencer and audio interface under my desk via hanging rack mount, then drop monitor an inch and raise seat an inch or two. I have the monitor as far back as I can get on the desk which helps view point and still easy to read text. Cheers, Rob.
  5. Hi Terry, I'm still working on my uSimPit version 3.0 ... but I did quickly connect the Samsung 65" to my main FS PC just to make sure all was good ... worked perfectly at 30Hz and 60Hz, excellent picture quality, very happy with it so far, but need to finish my uSimPit V3.0 ... here is a quick "positioning" ... nothing connected just getting the space/position of components arranged so I know what I need to do in terms of cable lengths. Then I can start connecting and cleaning up wiring mess ... Cheers Rob.
  6. Excellent!! Thank Sir. I'll get installing, just in time for winter weather. :) Cheers, Rob
  7. Are you saying MS fixed Win10 1709 issues when updating? There are several threads here covering 1709 update issues that happen to many but not all users. In my case the BSOD on reboot after is setups Win10 1709 to be installed (this is apparently related to some chipsets and NVMe SSDs)? Cheers, Rob.
  8. Anything with a moving light source (not just own aircraft but vehicles, beacons, AI aircraft, AI road traffic, AI boats, etc.). And then the issue of light on light on light on light and how that would impact shadows from each light source (even fixed ones) as an object travels within scope of the source. Most airport lights will overlap and produce a different shadow based on number of lights and radius/intensity/distance of each light ... and that shadow for each light source will shift as the object moves thru it's cone/sphere of influence. I'm curious how they solved this without compromises? IMHO, when it comes to rendering lights in real-time, it's always a compromise no matter what techniques are used. Only CGI movie quality rendering can afford the luxury of rendering a 10 second sequence for 30 FPS motion in hours or days. But with that said, one can still make it look pretty good even if not accurate to real world. But in terms of optimizing DL in P3D, shifting to deferred from forward is not trivial and the results maybe good in some situations but bad in other situations (for example, haze in P3D looks far more realistic than the haze in XP11 which washes out all content color) ... always a game of give and take. But like I suggested, as graphics performance improves and screen resolutions increase (less of a need for AA) the long term future (think 10 years from now) will slowly but surely shift to deferred rendering. Another 2 cents. Cheers, Rob.
  9. Yes, per my information above, you shift the order of rendering to have lights operate at a more optimal point that requires less complex light calculations (aka deferred rendering). BUT, in doing that, you compromise other visual aspects such as transparency and AA (and a few other things). P3D is forward rendered, XP11 is a deferred rendered ... you'll find all kinds of debates about which is better. Both have their strengths and weaknesses. For VR, forward rendering is currently better as it provides improved performance over deferred ... BUT as GPUs continue to improve in their capabilities/performance that might become less of an issue. Here is a very good article about the pros and cons of deferred vs. forward rendering pipelines: Forward rendering in the situation outline in the article above provided about a 22% increase in FPS, but again it'll depend on the scene being rendered. I'm not sure what you mean by "groundbreaking tech", "light" is the most complex aspect of any simulated 3D environment. Light is both a wave and a particle and that takes us down the road of quantum mechanics ... to present such concepts in a 3D virtual matrix of X,Y,Z coordinates in a physical 2D space (monitor X,Y pixels) is definitely not trivial. If you're interested in just how complex it is to implement light in computing, I recommend reading a really good book by Matt Pharr, Wenzel Jakob, Greg Humphreys on Physically Based Rendering (PBR) ... it will expose some of the concepts and mathematics involved, very interesting reading if you want to understand some of the science/tech involved. Cheers, Rob.
  10. Yeah I read that article also, but I've also read several articles suggesting the opposite. Given the Titan V exists (wasn't skipped) and can be made into a consumer product (an expensive one at $3000), I'm still "believing" they will make a cheaper consumer version less the tensor cores and probably less the HBM2 going with DDR6. The HBM2 is a significant part of the high price ... with that said, HBM3 is supposed to be cheaper and faster and more capacity but not ready for volume until 2020. But given nVidia's past, I suspect they'll have variants released when available ... look at the Titan Z, Titan X Pascal, 1080Ti, Titan XP. There "strategy" seems to be no strategy, make it, release it, see what happens. So I doubt they would skip the revenue potential of Volta especially since they put in the effort to make the card available to the public at the same price as the old Titan Z. Quote from WCCFTECH: On the very positive side, it does look like nVidia are posting impressive revenues with the gaming market representing 59% of their revenue source. And from a consumer perspective with these GPUs Volta and Ampere we're looking at 2X to 3X performance improvements over Pascal (1080Ti). So on the nVidia GPU front, performance is looking good and lets hope newer flight simulators can keep leveraging the new GPU hardware (VR, dynamic lighting, reflections, AA performance, etc, etc). My 2 cents, Cheers, Rob.
  11. Wow, very nice. Cheers, Rob.
  12. Some early benchmark numbers from a few apps that push GPU loads: Not bad for a "non-gaming" GPU at base clocks ... shows lots of promise for when the Titan V gaming variant comes out, that 2X faster than a 1080Ti looks plausible. Cheers, Rob.
  13. The complexity doesn't change based on your virtual location (on ground or in air) ... the rendering of DL still has to go thru the same calculations per pixel to determine what (if anything needs to be adjusted for DL cone). A positive adjustment to a pixel or an no adjustment to a pixel, still requires the same calculation. Sounds like the A2A light cones are very large and/or have a long distance. Your view angle relative to the light cone will also increase or decrease the number of pixels that need to be calculated ... the more the light cone covers in a rendered frame the more calculations are need and the lower the FPS. Cheers, Rob.
  14. Most (not all) airports that support DL come with a configuration panel that allows you to enable/disable it's DL lights (sometimes several DL lights options), other vendors have a readme.txt file or help file that covers how to rename a BGL to enable/disable DL lights for their airport/scenery. As you can see, DL "as is" is already a hot performance topic that is very frequently brought up ... adding shadow processing for each and every DL light source (cap is 512 DL lights per scene) would be an impractical feature even for future hardware ... rendering would be in seconds per frame and not frames per second on the best of the best GPUs. Cheers, Rob.
  15. There is a fix for this provided you don't need the use of payload stations, but not sure Pete D. (FSUPIC) wants me to share this as it's considered a "test option" (meaning use at your own risk and no support provided). I'll have to contact Pete for approval or not. These are harmless and 3rd party airport vendor specific ... so long as you aren't hitting the error content log cap (999) entries then you can ignore. Like I suggest before, the only time "harmless" content errors become a problem is when there are so many that it triggers cap of entries so you may not be able to discover entries that do need to be corrected. Cheers, Rob.