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Rob Ainscough

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Everything posted by Rob Ainscough

  1. I can understand if Orbx can't justify the work effort to bring their products to "use" V6 features rather than just be "compatible" ... ROI. But if the ROI is really that bad, why not make P3D airport source files available to end users and we can do the adjustment work for them and make the products work with V6? It is frustrating that Orbx would rather just hold onto the source files ... what's the purpose behind that? With that said 6.x still has some work to do and I fear some key visual issues are not going to be address in V6.x series. The biggest being: Bloom Odd color visibility layer that doesn't blend (this visually looks horrible) Shame, because P3D V6.x has some very nice other new features, but is held back by just two major visual issues. Cheers, Rob.
  2. It would probably make more sense to use existing MSFS products to replicate for P3D V6 since they'll already be updated with PBR materials. Slightly different workflow in 3DSMax, but not drastically different. But understand it's hard to justify from strictly financial aspect ... maybe toss us a bone for decades of service? Cheers, Rob.
  3. Didn't get time to do any video, here is a quick document that includes Orbx migration process (based on Larry's info and my testing): https://drive.google.com/file/d/147aBWl1AOQEc0PbsUwJIPclpgLlvYUQi/view?usp=sharing I included a few other .CFG and shader adjustments in the document, some familiar some new.
  4. I'll post some video when I get a chance ... but real world work has me swamped (as usual). The latest P3D V6 build (6.0.33.30992) is very significant as it fixes a major issue with lighting the scene at all times of day/night. You'll want to use Tone Mapping also. I operate VRR and Unlimited with Vsync OFF ... very smooth. Unfortunately OBS and my video capture card can't record VRR, so I have to operate at locked 30 or locked 60Hz which isn't my smoothest experience. I don't use external limiters. Larry's method worked for me so long as one uses Library approach. Cheers, Rob.
  5. Still working on the code, as always I have a bad habit of expanding a project scope to include other key features to help with visuals in V6. There are still pending items from LM that need to be addressed: brown tint haze line that doesn't blend over saturated bloom dawn/dusk transitions V6 has lots of potential, but these need to be addressed. Cheers, Rob.
  6. Agree, absolutely the best and easiest way to do V5 to V6 and no replication needed. I'm actually amazed at how easy it was to get everything reference, even HiFi ASP3D6 network setup was easy. No worries Nick, all good now. Now that I have ChasePlane for V6 installed and all working correctly, it's video time.
  7. Anyone having issues with Orbx Central connecting to servers for product downloads?
  8. That's the planar reflections slider, see my settings images above. I use Ultra because it presents the most accurate reflection of all objects otherwise it looks weird with building reflection but no land mass reflection. It would be nice to be able to reduce the reflection detail, they seem a tad over reflective on water ... tends to be over dramatic from common real world situations where water surface aren't smooth as glass.
  9. Will do, probably will not be this week as I'm going to be on a mini-vacation, July 13th to 16th. Cheers, Rob.
  10. I think I'll make a desktop app, take a little longer to do, but can auto detect paths via registry settings and json config files from Orbx. Batch file is a bit primitive. That way I can also expand on my app with other 3rd party add-on migrations to V6. Most are pretty easy, but hate to have people typing in long paths manually if it can be automated. Plus I can add backup/restore option just in case something goes south. It will be "As Is" and "use at your own risk" and NOT sanctioned or supported by any 3rd party vendors.
  11. I can provide a batch file and/or app that will do the "tweaking" for you, it's pretty simple ... it's why LM introduced the "Add-On" process going way back. Global and OpenLC work.
  12. Here are the V5 v. V6 graphics differences: In my test, using as close as I can get to V5 setting using V6, I saw an FPS increase. FPS items to watch out for: Mesh Resolution V5 - 1m V6 - 7cm SSAO V6 only (GPU loading) Shadows V6 all shadows types are enabled Cloud Dynamic Lighting (melt that GPU especially with Vol Clouds at Ultra) Cube and Planar Reflections TAA, it's not bad, but I prefer SSAA which isn't supported now in V6. Cheers, Rob.
  13. Yes ... couldn't do that until very recently due to bug in V6. To be honest, there needs to be another patch release to fix some issues like: Can't get white, suffering from the brown tint problem XP12 has Clouds are get blown out (too white) They clouds also changed from prior builds, seem too consistently "flat" base. I've been trying to adjust Tone Map, Saturation, etc. but I can't get rid of the brown tint. But so far most of my add-ons work Orbx and AIG and others. Videos will be coming, but probably not until next weekend.
  14. Recommend you post graphics setting from both V6 and V5 ... V6 has a slew of additional graphic settings not present in V5 that can and will have a performance impact and it will vary based on how good of a GPU you have. l recommend checking TAA (enable) and then set MSAA to None ... I'm running 4K res so this works very well. The Auto update working well also and fixed those issues you listed today.
  15. Same as V5 ... still primarily forward rendering so Dynamic Lights will introduce a performance hit especially if you enable DL for clouds. Settings are everything as always, you can max out the GPU or you can max out the CPU so finding the balance will be much the same as before (as in my images above). I was provided a tweak for DL clouds to improve quality but comes at a big performance cost. Most of my performance testing was done of 4 computers (none of them OC): AMD 7950X - AMD 7900XTX AMD 5950X - nVidia 3090 Intel 9900K - nVidia Titan XP Intel 7900X - nVidia 3060 If you use high settings for reflections, SSAO, MSAA, Dynamic Lights, and high detail clouds then that will hit your GPU harder (especially at 4K). I have not tested on my main FS PC yet (AMD 7950X3D OC 6Ghz, nVidia 4090 OC). Cheers, Rob.
  16. Exactly, I have a batch file that I used since I'm frequently deleting P3D V6 Beta installs and restarted from scratch. I can't go into details here, it was involved and no weather radar support. Same for iFly 737 Max ... they "work" just not as intended. A2A was relatively easy (and Lewis indicated we're free to move products over to V6). As for others, I would need to get permission to discuss how it's done and it would be NOT SUPPORTED and some of the aircraft/products will not look as good as they could (don't PM me). How some folk interpret vendors comments about P3D V6 is a little odd ... for example A2A: "not currently planning" somehow equals "never" ... 3 years working on Accu-Sim 2.0 for MSFS ... one could say "never" there also ... but that is not what was written. From iFly: Completely understandable, that's where the money is to support the development work. BUT again, support will happen, just not immediately. From PMDG: Again, somehow this gets interpreted as "never" which is clearly NOT what Robert wrote. As with all information, the onus is on the reader not the writer. Cheers, Rob.
  17. So far all the Orbx products I have working in V5 are working in V6, pretty easy to get them setup using reference to existing V5 library. For those developers using the Add-On process established back in V4 release, it's pretty easy to move that to V6. Most of the aircraft I've tested are compatible with V6 (A2A, PMDG, MJC, Carenado, etc.), but those that rely on HiFi for weather radar info will need to wait for HiFi to release their version for V6 (which is in the works). I believe Umberto has a working GSX update for V6. FSUPIC is also available for P3D V6. Haven't tested AIG yet, there were some AI changes. I have not tried ChasePlane but nothing significant has changed with the camera system so I don't think there is much of a challenge here for an update, if we get an update from //42. I was going to provide a bunch of videos prior to release but they still had some bugs on the last RC run like a missing C-130 so I was VERY surprised they released "as is" ... maybe I shouldn't be surprised, hotfix pending I guess. You will not see some of the rain/snow FX that accumulate over time and dissipate over time like rain puddles that will dry over time, rain drops, etc. on surfaces not flagged for support (you'll only see this on default airports/surface). Adding the dynamic rain/snow support is relatively simple. Everything in the default world has PBR support. Clouds depiction is all new and IMHO the best weather/cloud system I've seen with layer overlapping, multiple visibility layers for better blending and rain lit with aircraft lights. Cloud control provides for density and scatter (very important). Clouds also support dynamic lighting so aircraft lights will light up the clouds as you fly over, thru, around them: Lighting model is very different and is not "global" now, but sourced (sun/moon) more like "volumetric". AutoExposure ... I'm still on the fence with this feature. You can manage tone maps via UI to get the specific look and feel you like. Automatic update support is provide but is "optional". Other improvements to graphics fidelity: TAA support SSAO support (this is very significant) Cube Map Reflections Planar Reflections I suggest going to the developers for accurate information on their level of current and future support. I've already seen a lot of mis-information being tossed around various websites/forums/chats. Cheers, Rob.
  18. All gone ... that's a complete wipe. Cheers, Rob.
  19. This specific issue was NOT addressed ... my guess is that it's an involved fix ... either segment to smaller BGLs or adjust the code to avoid batch loading contention on large BGLs. Cheers, Rob.
  20. Thanks for the support folks, not everyone is moving to MSFS. It will be years, maybe never for me to move to MSFS because I don't see what I consider critical road map items on MS/Asobo list and may never see on their road map to the future. One such major issue in MSFS is the short LoDRadius for objects, major buildings and key navigation points I would normal be able to see at 10SM METAR just aren't being rendered in MSFS until about 4-5SM. MSFS Photogrammetry fails rather spectacularly (7 FPS) when one hacks the UserCfg.opt in order to get more acceptable LoDRadius that is more in line with P3D. MSFS LoDRadius Max is equal to P3D's Medium. I got a lot of feedback with my Seasons product when dealing with higher LoDRadius (on upto to 10.0) as unacceptable (performance wise). This is a major issue for Asobo which I suspect is also limited by the memory limits of XBOX (16GB for all) so it's unlikely we'll see Asobo address this limitation (5 year release cycle for XBOX and being locked into it's limits) ... sorta reminds me of FSX 32bit locking the limits of what can be achieved in terms of add-on visual clarity and size due to 32bit 4GB memory limits. Based on a lot of recent feedback I've received from various sources (and I'll admit I was somewhat surprised to get so much feedback in regards to P3D), there is enough "buying" support left in P3D such that PBR/DL product updates (at a "cost") is still a viable business process (aka positive return on income to expenses). I realize there is also the possibility LM will add native AO (Ambient Occlusion) support in future versions of P3D (as they hinted) ... what version of AO we can only guess, but any of these will remove the "cartoon" look: SSAO (fastest at lowest quality) HBAO HDAO VXAO (best quality but requires a very good GPU) Of course, if AO has been baked in P3D assets (which I believe Orbx does some baking of AO in their P3D projects), then it needs to be "unbaked". Ideally, the GPU would do all the AO work and all texture assets would have NO baked AO. I don't know if that is an influence into holding off on P3D updates for PBR/DL but I could see it being something to hold off on and wait and see what LM introduce in terms of AO. Or, sell all your P3D products to LM so they can include it in P3D V6 ... pretty sure that would never happen as the USAF might not need that, but I'd love to be wrong. My 2 cents. Cheers, Rob.
  21. LM have indicated they think they have fixed the issue and we're (Beta group) are waiting for a drop to test. Thanks for the download Matteusz, will try your file out in the interim. Cheers, Rob.
  22. LM is investigating and will report back. It's interesting that this is a coastline ... I'm holding off on installing Orbx Vector and will wait for LM results from investigation. Cheers, Rob.
  23. Thanks for responding Mateusz. Renaming those three files to .OFF solved the issue: APX54100.off OBX54100.off cvx5410.off To be noted, I do NOT have Orbx Vector installed but cvx5410.bgl was present and enabled. Also, I don't know what you mean by "(only if using custom EFHK scenery)" ... I have the file APX54100.bgl installed and I'm using Orbx Global, I don't use any of the Orbx LC products, I have Orbx Global and all the Orbx TE products installed. Unlisted video with pauses gone and still extreme graphics settings: Cheers, Rob.
  24. If I have "All Roads" selected (40%) I don't see any road traffic at all in any TE product ... BUT, "All roads" works in Orbx Global product. If I switch to "Freeways Only" then I see road traffic in all TE products. Cheers, Rob.
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