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  1. Hi, Just to prevent a misunderstanding, this will not be just a "fudge" to make a group happy at the expense of the other. Quite frankly I don't think the drastic difference in opinions is detrimental to us being able to come up with a quantitative approach of solving the issue in a way which will make the majority happy (in other words, perceptually accurate) while being physically accurate at the same time. Yes whatever we like something or not is subjective, but at the same time color science is a real science and it allows us to quantify human perception. We have standard observers, color appearance models and much more which helps us to model human perception accurately. And the variance between people when such differences are properly quantified is much lower than one would think given the drastic difference in opinions, but it's not all that surprising after all given that we all share the same DNA and hence the same general brain and eye structure. Because of that I genuinely believe that there is a "no compromise" solution which most people will like, and I believe we will get to that solution by using color science. In short, it's not an either physical accuracy or perceptual accuracy situation - the goal is to take perceptual facets into account without sacrificing physical accuracy. To give a loose photography analogy, physical accuracy is like getting the scene illumination etc. right, while perceptual accuracy is like using a good film & camera and mastering photography techniques such as dodging and burning. People have been able to get perceptually accurate results using basic film cameras for decades, despite the fact that print media has a much lower dynamic range than an average monitor. So it certainly is possible with a monitor, whether it's straightforward or not. From the analogy you can see that both physical and perceptual accuracy must be achieved to get realistic results, and this is exactly what we are aiming to achieve. As I explained in my previous post currently we need improvements on both fronts, but especially on the perceptual accuracy front, and rest assured that they're all being worked on.
  2. I mean if you remember the thread, you probably also remember that I wasn't just giving technical insights but also pretty much arguing with a lot of people who didn't believe this was an issue, so it's not like I haven't dealt with the same thing. Either case we are not responsible from what people in forums or other places say, from LR's side the dark cockpits issue has always been acknowledged & worked on and hopefully will be fixed by 12.3.0 as per the timeline. Regardless I hope it is reassuring that one of the people who vehemently argued about existence of this issue the most is now personally working on the issue, especially given that my opinions on the issue hasn't changed much.
  3. Hi, I would like to add that LR has not found it solely by themselves but by listening to the feedback from their users. In other words, user feedback has always been listened to and taken seriously. LR has been aware of the issue since the beginning and never denied its existence, I don't know where some people heard the "cockpits are still not dark enough" comment but it certainly is not from LR. For context, you probably know me from the original dark cockpits thread and how I vehemently argued with the people who didn't believe there was an issue. This was before I was hired by LR as a graphics programmer. And one of the main things I was "tasked" with right after my hiring is the dark cockpits issue. So this issue is certainly being taken seriously and prioritized. However the issue is multifaceted and hence it's not straightforward at all. In short, there are 3 parts that play a role together: 1. Sky brightness being inaccurate - especially the day sky is too bright and this is causing a harsher contrast between highlights and shadows, this will be solved by calibrating the sky into real world sky models such as CIE Standard Skies. 2. The ambient lighting / cubemap being overly sensitive to the differences in cockpit geometry and cockpit albedo - unfortunately not all cockpits in real life are light colored and it is apparent that the cubemap doesn't do a great job estimating the ambient lighting for cockpits with darker albedos. 3. Autoexposure, tonemapping and other post processing aspects needing refinement - the human visual system is really complex so modelling the physics of lighting is only half of the story, taking perceptual facets into account is equally as important as getting the physics right. You can get the physics right as much as you want but if it's perceptually wrong it's still wrong. The goal is tuning autoexposure, tonemapping etc. to resemble human vision as much as possible. And this is kind of why it is unfortunately taking so long - all of these aspects are interdependent and they need to be addressed all at once. Otherwise it will be a chasing game between developers and LR as the lighting model gets changed again and again. The goal is to measure twice and cut once, and hopefully fix the dark cockpit issue once and for all, as a part of this big lighting recalibration. But long story short, the user feedback is without a doubt taken seriously in LR.
  4. Really nice screenshots! Sorry, it's a bit unrelated but what do you use for the scenery? Is it orthophoto or something like SFD Global? If it's ortho, I'm surprised by how color accurate the terrain looks - if you used some kind of color correction for the tiles I would be really appreciated if you post the settings for it.
  5. You already told the entire story so there's not much left for me to tell. Honestly yeah, given how much research it took I probably should've done what you said. My reasoning was that I really wanted to have it added to both sims as I was really annoyed by the purple skies, and the best chance of achieving that was making it free, open source and easy to implement. In the end as much as I'm a developer I'm also a simmer, and the purple skies were really taking the enjoyment out of the sims.
  6. Are you sure that these are in the right order? These are the exact same values ARPC outputs, just in the wrong order. ARPC outputs 0.00229 for red, 0.00154 for green and 0.0 for blue. In any other order the sky would look completely wrong, so I'm pretty sure it's just the order they're stored in the memory being different, not the order they're used. This means that Asobo used the ARPC values as is (thankfully), and the purpler sunsets / sunrises compared to applying the ARPC values in SU13 is solely caused by the corrections they made to the Rayleigh scattering coefficients and the direct sunlight color.
  7. The issue with the mod is that it only worked because we knew the values to search for - as Asobo used the values from the original paper as is, it was really easy in SU13. Now no one knows the exact values they used, which means it will be much harder to find them.
  8. Sorry for the late response, but indeed I'm pretty happy with the changes. Without seeing the new coefficients it's hard to comment but it appears that they chose something in between the old default values and what ARPC outputs for the ozone absorption coefficients. If I had to guess why, I'd say it's likely because the sunsets / sunrises look too green when using the ARPC coefficients as is without the required changes to the multiple scattering, so they likely had to make a compromise between the accuracy of the coefficients and the greenness of the sunsets / sunrises. Another unexpected but welcome change is the day sky colors. While ozone absorption coefficients affect day sky colors, the effect is minimal, so it seems like they also changed the rayleigh scattering coefficients based on ARPC and not just the ozone absorption coefficients, making the day sky colors have a deeper blue hue with less green, a change that I really appreciate. I would have been even happier if they tried to tweak the multiple scattering so that they could use the ozone absorption coefficients from ARPC as is, but they never said they would do that so I'm not disappointed as I had no expectations in that regard to begin with.
  9. On other good news, the wishlist item for ARPC is now marked as "Fixed (SU_14)", so it sounds like they've finished.
  10. @Drunq sorry for bothering but how does your live memory changing tool works? I run MSFS on Linux so I was trying to make a similar tool that runs natively on Linux, but I couldn't make much progress.
  11. Those are identical to the FSX sky textures and not used, so if I had to guess they were either left there when Asobo was studying FSX code or added for some weird backwards compatibility reasons.
  12. Hi, this is indeed my concern. Hillaire's method assumes that the sky is rather uniform and lacks high-frequency components which is how it can get away with rendering everything at real time at a lower resolution. But it is only true for a clear sky and not a sky with clouds. Thankfully there are potential workarounds for it, like falling back to raymarching for such atmospheric effects, which is why I decided to say "Hillaire's method or something similar" instead of just Hillaire's method as it's hard to know exactly what they're planning without more information - even though it's not straightforward, it's possible that Asobo, who are really skilled in computer graphics, already found a workaround for it or maybe even developed their own Hillaire-like method. But it's also possible that they are going to use Hillaire's method as is and think that compromising some atmospheric effects is worth fixing the horizon line issue and having more accurate multiple scattering, only time will tell. Directly quoting Hillaire's paper: "An important visual effect to reproduce is volumetric shadowing, for example from mountains onto the atmosphere. It is not possible to use epipolar sampling because the atmosphere is not a homogeneous medium. And it is also not possible to use a shadow volume approach from Bruneton et al. because our LUTs do not allow that kind of integral sampling over view ray paths in the atmosphere." As Hillaire's method doesn't have a lookup table like in Bruneton's method to evaluate the atmospheric scattering integrals in any direction, they can't add the effects of other things like clouds or mountains to the sky in a straightforward way, but again this doesn't mean it's completely impossible. In fact Hillaire's paper itself mentions that it's possible to use raymarching and CSMs to achieve light shafts in real time and the results can be seen in Figure 14, but it doesn't go into much detail on how they implemented it.
  13. They will be completely ditching Bruneton's method for Hillaire's method or something similar, so instead of pre-calculating the atmospheric scattering integrals into a lookup table, they will calculate them in real time. This means they no longer will have to deal with the precision issues near the horizon which is what caused the horizon line issue, so it will be gone for good. Another advantage is that Hillaire's method is significantly better at estimating multiple scattering, so the luminance during sunset / sunrise will be much more accurate. Lastly, they talked about an "all new color engine". Given the context of it was that they are going to do more than simply rendering in RGB with more accurate coefficients, it could mean only one thing - ditching RGB rendering altogether and going for full spectral rendering, which means the colors will be even more accurate than what can be achieved with ARPC coefficients.
  14. In case anyone hasn't seen, here are some good news: This week's MSFS development update is out and the wishlist status for ARPC went from "Under Investigation" to "Started (SU_14)" and the wishlist description says "Work is progressing. Looking good for SU_14."
  15. For the case of MSFS, the horizon line is a giveaway artifact in Bruneton-like implementations, and Asobo mentioning the scattering & transmittance LUTs, which is how of Bruneton-like implementations work, alongside with the leftover text in FlightSimulator.exe confirms it. For the case of DCS, their shader code is open, and indeed they use Bruneton's method (in fact I already found a way to have the ARPC coefficients on DCS as well) For the case of XP12, the exposed art datarefs were a giveaway and then I got a confirmation from the developers. For the case of P3D v6, the same reason as DCS, their shader code is open. They also had told in their promotional material that they were using Unreal Engine's sky, which uses Hillaire's method. In fact Sebastien Hillaire works as the principal graphics engineer on Unreal Engine.
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