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Hi, The GTN is nearly ready for release, and in the meantime, I've decided to open the curtain on different aspects, while at the same time, debunking some myth about FS and performance! Here is a modest screenshot of 4 GTN unit1 at 2560x1418 pixels in P3D3. NB: It is slightly reduced to save bandwidth (75%), but it illustrates a couple points nonetheless. First myth: to save performance, display 1 gauge at a time only. Most often than not, you read you can't have a popup gauge displaying the same content as the VC at the same time, and this is a 'design' decision to 'save frame rate'... Why end up with half of your gauge, instead of getting the complete picture all around? This screenshot shows one GTN 750 Unit1 (1 gauge, not 2) displaying 4 different instances of the gauge in different sizes at the same at the same time, at 60 FPS locked. This is massive amount of gauge pixels to refresh, and believe me, using the mouse wheel on the screen (which simulate screen pinch in/out) there is no stutter at all and this refreshes at native GTN speed. Second myth: you can't display images with gradients because of colour banding... Well, I'm sorry to prove this is wrong (see the area within the yellow circle), but thanks to our unique technology capable of rendering 32bits images in FS gauges, in real time, you really get THE complete GTN screen picture only with the Reality XP GTN Touch. Third myth: this is just a gauge which bridge the Garmin trainer, what's so special about this? Can't everyone do the same frankly? It might look the same on the surface, but it is more than just 'bridging' flight sim and the Garmin trainer. Suffice to say, if this was easy, there would be a lot of Garmin trainer based products on the market! First, once done the bezel, the screen, and start/stop the Garmin trainer in the background, which a lot of developers could manage to do, there are key differences in how you put and how you get data to/from the sim and the trainer. Implementing the technology to grab the screen in a highly efficient way, and then displaying it in FS in a highly efficient way, and in 32 bits colours, it something which is much harder to do than it may seem. Then, the scope of input/output to the trainer is paramount to a sound simulation, especially for our professional customers using our technologies everyday for training. For example, our TAWS-A implementation in the GTN takes in account the actual flaps and gear position, which have a dramatic impact on the TAWS algorithm, and the alerts it returns. Speaking of this, I've recently read on avsim someone saying there is no way to 'inhibit' the TAWS because, well... In fact, not all GTN are born equal and the Reality XP GTN Touch offers the 'TAWS Inhibit' input, in addition to the OBS and the CDI toggle inputs. I could write a lot more about all this, but enough said for now, time for the screenshot: NB: this is running on an old 3.4Ghz Intel I5 (2013) and an Nvidia GTX 775M with 2GB, more specifically a Late 2013 iMac in bootcamp, which is our average test reference computer.
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We are on the hunt for an expert in Apache, MySQL and PHP. This is a volunteer position and we know that folks with these credentials are paid significantly for their work. However, we are looking for an expert / guru that has flight simulation and aviation peculating in their blood stream and want to help take AVSIM to the next level of service to the flight simulation community. The volunteer for this position on our staff will work for our Tech Manager, John Binner, and will work with John to optimize and fine tune the AVSIM server array. We are looking for someone that can put in an hour or two a week after the initial period of system assessment and execution planning. If you are a guru and want to contribute to the hobby, our community and to the future AVSIM, we would like to hear from you. If interested, please send an email telling us about your background and experience to tech@avsim.com. We want to hear from you!
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Hello everybody, my birthday is coming soon and my parents are going to get me P3D v4. P3D v4 costs a lot of money so before they do I would like to get some information on if and how well I can run P3D v4. Here are my computer specs: - Intel i7 6700HQ @ 3.4 Ghz (In turbo frequency) - Nvidia GTX960M (4GB) - 8 GB DDR4 RAM - Windows 10 Home 64-bit What I am planning to use with P3D v4: - ORBX FTX Global - REX Soft Clouds/Texture Direct - Active Sky Next - Maybe the PMDG 737 I am currently using FSX with all the things listed above and in the PMDG 737 I get about 18 - 26 fps. Without the PMDG 737 I get a pretty steady 30 FPS (It's also locked to 30). How well do you think my system would run P3D v4 with the listed specs and Addons? Regards, Devear