Everything posted by turbomax
-
Pimax announces Crystal Pro: wireless option + DisplayPort
now with colour pass through PimaxPimax Crystal Pro — Crystal clarity, now wirelessCrystal Pro sends your GPU's native image straight to where you're looking, with no cable required. Wi-Fi streaming is built in; uncompressed Native Foveated Streaming runs over the optional 60G AirLi
-
NVIDIA GeForce Game Ready 617.42 SU7 support
turbomax replied to penta_a's topic in Video Hardware: Monitors | Multi-Monitors | Video Cards | Drivers etcyes please! 240 or higher, as real as it gets. I am getting already more than 500, in the settings menu that is.😄
-
MSFS 2024 beta update 1.9.16.0
on the expense of a decent user interface. that alone keeps bringing me back to MSFS 2024, after each and every attempt to like xp12, their UI is simply horrible, like from the ice age of entertainment software. better suited for linux server maintenance.
-
MSFS 2024 beta update 1.9.16.0
what, I only changed my monitor resolution and after rebooting and restarting MSFS 2024 beta I am getting an update to 1.9.16.0, Should do that more often 😄 https://forums.flightsimulator.com/t/release-notes-su7-beta-1-9-16-0-october-2-2026/777809 RELEASE NOTES Sim Update 7 Beta - 1.9.16.0 If you are playing on PC, outdated packages in your community folder may have an unexpected impact on the title’s performance and behavior. If you suffer from stability issues or long loading times, move your community package(s) to another folder before relaunching the title. NOTE: Due to a build packaging issue with the 1.9.16.0 PS5 build, this flighting update will only be available to beta participants on Xbox, Windows PC, and Steam. We will plan to update PS5 next week. Stability & Performance Fixed HOTAS & Echo controller icon display in menus General Bug Fixes Fixed infinite loading of aircraft when navigation graph is empty or contains errors that result in an empty graph (was affecting both the flight load and the aircraft selection) Aircraft North American Aviation P-51 Mustang Fixed several gears animations on Bunny and Strega variations Activities National Championship Air Races Fixed true to life reward screen on STOL solo mode Removed leaderboard score registering in STOL practice Fixed reward screen when disqualified in STOL Fixed reward screen on Roswell solo mode Fixed starting position with Biplanes on Roswell Fixed engine off after back on track in solo mode Added wear and tear system in solo mode DevMode Added a third HUD shader variant which simulates a properly collimated HUD system which projects a flat image with no distortions away from the center. Biome Editor Properly unselect biome after undoing its creation. This avoids crashing when trying to edit the still selected removed biome. SDK Documentation Update to engine.cfg [PROPELLER] to clearly mark required parameters to prevent *.air file errors "Biome Editor Properly unselect biome after undoing its creation. This avoids crashing when trying to edit the still selected removed biome." finally, have been waiting for this since fsx. still don't know what it does, but probably better than crashing.😄
-
MK Studios FREE Tenerife Norte
AI knows: "this one" is Wolkenblau = cloud blue the old, now free version by MK-Studio, according to contrail shop: "Notice for GCXO on MSFS 2024 This scenery (GCXO) is offered as a free download, but it was originally built for Prepar3D and is now 7 years old. Its level of detail and overall quality don't reflect current MK Studios standards." Current comparison for MSFS 2024 Wolkenblau Just Flight MK-Studios MSFS 2024 ✅ Fully compatible ⚠️ Native 2024 update still pending ✅ Available, but an older scenery port Visual quality ⭐⭐⭐⭐⭐ ⭐⭐⭐⭐⭐ ⭐⭐⭐ Terminal / buildings Very good Outstanding Noticeably older Airport / ground detail Excellent Very good Older Surroundings Very detailed Good Significantly less detailed Terrain / runway profile Excellent Very good Older Performance Good Good Likely good 2024-specific features/quality Yes Not yet No – essentially a conversion Price Payware Payware Freeware
-
Frame Generation for VR is here now.
turbomax replied to Fielder's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)you missed my: 🤣
-
Frame Generation for VR is here now.
turbomax replied to Fielder's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)nothing new, I have had this already a year ago in VR, and it was running stable. remember Nvidia Smooth motion in Nvidia app? Copilot Search: NVIDIA Smooth Motion is a driver-based AI feature that generates additional frames between rendered frames to deliver smoother gameplay and higher perceived frame rates.What It IsNVIDIA Smooth Motion is a frame generation technology built into NVIDIA drivers that uses AI to interpolate an extra frame between two existing frames. This enhances motion clarity and can nearly double the perceived frame rate in supported games, improving the smoothness of gameplay without requiring native higher FPS custhelp.com+2. It is particularly useful for games that do not support DLSS Frame Generation. How It WorksThe technology analyzes previously rendered frames to track moving pixels and predict the next frame. The AI then generates an interpolated frame, effectively increasing the frame rate and reducing motion blur. The smoother motion is most noticeable in fast-moving scenes, and the quality depends on the original frame rate: higher native FPS results in fewer artifacts and lower latency SlashGear+1. CompatibilityInitially launched for GeForce RTX 50 Series GPUs, NVIDIA Smooth Motion is now available for RTX 40 Series GPUs with the latest NVIDIA app and Game Ready Driver updates NVIDIA. It supports DirectX 11, DirectX 12, and Vulkan games. Older GPUs, such as RTX 30 Series or earlier, cannot use NVIDIA’s official Smooth Motion and must rely on third-party tools like Lossless Scaling SlashGear. Performance and UsageSmooth Motion can be applied to games running at native resolution, with super-resolution technologies, or other scaling techniques custhelp.com+1. Benchmarks show that enabling Smooth Motion can nearly double frame rates in some titles, for example, increasing Spider-Man 2 from 65 FPS to 115 FPS at 4K PC Guide. The feature also activates a Low Latency Mode to minimize input lag, works with VRR (Variable Refresh Rate), and generally produces fewer visual artifacts compared to similar technologies like AMD’s AFMF or third-party frame interpolation tools DSOGaming+1.
-
Frame Generation for VR is here now.
turbomax replied to Fielder's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)so framegen plus reprojection results in 4 x the fps then 🤣
-
Worldtour in XCub / 3-6 months / (english/deutsch)
"wunderbar" = wonderful "wunderbach" = nonsense, not a real word
-
New Meta VR Glasses for MSFS maybe…
turbomax replied to craigeaglefire's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)it was not developed for gaming, no conventional controllers, but hand gestures. made for mixed reality, watching movies, "productivity" etc. still interesting new technology: very lightweight, uses an optical cable to connect to the external snapdragon cpu break out box.
-
Finally got my Dream Air SE finally, and ...
turbomax replied to TheFamilyMan's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)for open cockpit biplane flying I suggest to put it around ears and nose.
-
Finally got my Dream Air SE finally, and ...
turbomax replied to TheFamilyMan's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)
- Finally got my Dream Air SE finally, and ...
turbomax replied to TheFamilyMan's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)thanks for posting the video, which itself is 50% boring and wasted repetition, after 14 minutes just copy*.* of the first half, he always does that, same as the mrtv VR channel.☹️- Finally got my Dream Air SE finally, and ...
turbomax replied to TheFamilyMan's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)I think they have tested and compared them all: https://www.youtube.com/@VRFlightSimGuy https://www.youtube.com/@mixedrealityTV- Finally got my Dream Air SE finally, and ...
turbomax replied to TheFamilyMan's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)Yes plus a complex installation and no HDMI/DisplayPort connection. My favorite solution would be: comfort and light weight of the Beyond Be2 (with eye tracking) with Pimax's displays. Until then, enjoying my Pimax Crystal light.- I have lost the icon for the shortcut to running MSFS2020
No, not only not noticeably. But not at all. Transfer speed of any ssd will be more than enough. Just check MSFS file transfers via taskmanager and you'll see how slow they are.- Welcome to the Synaptic A220 - Releases next week on the MP
several Carenados needed them, and fortunately user Bert provided quite a few.- I have lost the icon for the shortcut to running MSFS2020
I start both simulatiors via the xbox app and earn usually 10 bonus credit points or more towards a free ms game store purchase, which at 30.000 a piece should be in only 2-3 years. no pain no gain. 😄- Finally got my Dream Air SE finally, and ...
turbomax replied to TheFamilyMan's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)apologies, you are absolutely right! I missed that "SE" "If you're comparing display resolution only, here's the key difference: Headset Resolution (per eye) Total panel resolution Difference Pimax Crystal Light | 2880 × 2880 | 5760 × 2880 | Baseline | Pimax Dream Air SE | 2560 × 2560 | 5120 × 2560 | ~21% fewer pixels | Pixel count comparison Crystal Light Per eye: 2880 × 2880 = 8.29 million pixels Both eyes: 16.59 million pixels Dream Air SE Per eye: 2560 × 2560 = 6.55 million pixels Both eyes: 13.11 million pixels So the Crystal Light has: 12.5% more pixels horizontally and vertically. About 26.6% more pixels per eye (8.29M vs 6.55M). This translates to roughly 21–27% more total pixels, depending on how the comparison is expressed. Does that mean the Crystal Light looks sharper? Not necessarily. The Dream Air SE uses: Micro-OLED panels Modern pancake lenses Better contrast (true blacks) Much lighter headset (~140 g) The Crystal Light uses: QLED + Mini-LED LCD Glass aspheric lenses Higher native resolution (2880×2880) In practice: Fine text and distant cockpit gauges: Crystal Light usually has a small advantage because of the higher resolution. Contrast, colors, and black levels: Dream Air SE has a significant advantage thanks to Micro-OLED. Lens clarity across the field of view: Many users expect the Dream Air SE's pancake optics to provide a larger "sweet spot," although final comparisons depend on production hardware. Bottom line Highest native resolution: ✅ Crystal Light (2880×2880 per eye) Best display technology: ✅ Dream Air SE (Micro-OLED) Lower GPU requirements: ✅ Dream Air SE (about 20–25% fewer pixels to drive) Potentially better perceived image despite lower resolution: Possible, because Micro-OLED contrast and pancake optics can outweigh a modest resolution deficit for many users.- Finally got my Dream Air SE finally, and ...
turbomax replied to TheFamilyMan's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)"If you're comparing display resolution specifically, here's the key difference:" Headset Display type Resolution per eye Total pixels Pimax Crystal Light QLED + Mini-LED 2880 × 2880 ~16.6 million Pimax Dream Air Sony Micro-OLED 3840 × 3552 ~27.3 million The Dream Air has about 64% more display pixels per eye than the Crystal Light.- SU 6 BETA Released
- SU 6 BETA Released
Chatgpt knows: Yes. It's true that many PAPI systems are intentionally not exactly coincident with the ILS glideslope. There are several reasons for this, and in many cases the difference is by design rather than an error. The main reasons are: Obstacle clearance The PAPI may be set at a slightly higher angle than the ILS (for example, PAPI at 3.2° while the ILS is 3.0°). This provides additional clearance over obstacles close to the runway threshold. It also helps protect aircraft with lower cockpit heights. Eye-to-wheel height An ILS guides the aircraft based on the glideslope antenna, which effectively provides guidance for the aircraft's flight path. A PAPI is designed so that the pilot's eyes see the correct indication. Since different aircraft have different distances between the pilot's eyes and the landing gear ("eye-to-wheel height"), a single PAPI angle cannot perfectly suit every aircraft. A slight offset helps ensure that the main landing gear crosses the threshold at an appropriate height. Large aircraft considerations Very large aircraft (e.g. wide-body jets) have much greater eye-to-wheel heights than small aircraft. If they flew a standard PAPI exactly "on slope," their wheels might be lower than intended at the threshold. Many operators of large aircraft therefore use procedures such as: follow the ILS until visual, then transition carefully to the visual aiming point, or, at some airports, use specific guidance in the aircraft operating manual. Independent design criteria The ILS and PAPI are designed under different international standards. The ILS glideslope is established by radio-navigation requirements. The PAPI is positioned and adjusted according to visual guidance standards, runway geometry, threshold crossing height, obstacle environment, and operational needs. Their design objectives overlap but are not identical. How big is the difference? Typically, the difference is small: ILS: 3.00° PAPI: 3.20° or ILS: 3.00° PAPI: 2.95° A difference of 0.1–0.3° is fairly common. While that sounds tiny, over several nautical miles it corresponds to tens of feet of altitude. Which should a pilot follow? In instrument meteorological conditions, pilots fly the ILS glideslope until reaching visual references at or below decision altitude. Once sufficient visual references are established, they transition to a normal visual landing, using cues such as the runway perspective and the PAPI. If the ILS and PAPI don't agree, this isn't necessarily a malfunction. Pilots generally continue to fly the published instrument procedure until visual, and then use judgment while respecting any airport-specific procedures or aircraft limitations. If the discrepancy is unusually large or unexpected, it should be treated cautiously and, if necessary, reported. In short, a PAPI and an ILS are not required to coincide exactly. They are separate guidance systems with different design criteria, and a small angular difference is often intentional to account for obstacle clearance, threshold crossing height, and the wide range of aircraft eye-to-wheel geometries.- Why you might want to buy that Q3 right now.
turbomax replied to Fielder's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)"The jury concluded that each company’s negligence was a substantial factor in causing harm to the plaintiff, a 20-year-old woman who testified that her childhood use of social media created an addiction to the technology and aggravated her mental health problems. The multimillion-dollar award is expected to increase significantly," I have suffered from MSFS addiction since 1982. that will cost them a pretty bundle ....- Xbox job cuts, etc.
your (and my) Pimax Crystal Light are not the latest, highest resolution VR sets that I was referring to.- Xbox job cuts, etc.
nobody has yet a pc CPU/GPU powerful enough to drive the latest VR headsets at max resolution with max. MSFS2024 settings at constant 60 fps. so no bragging in the VR department yet, but hopefully sometime in the future. 😄 - Finally got my Dream Air SE finally, and ...