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PBR updates for P3D?


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Hello,

on a personal note, I cannot see a connection between MSFS sales and redeveloping Orbx airports to have sloping runways.

Unless I have misunderstood, P3D does not enable sloping runways, it only allows AI to be compatible with them.

The airport developer still has to completely redevelop the product on a model to allow a sloping runway.

I realise that as an expert in P3D , you may correct my personal observation?

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Hi Nick,

 

Thanks for the response.  Sloped runways is just one aspect being supported (pull to ground support), PBR and Dynamic Lights is probably the more important aspect since both respond to lighting and provide for a better visual experience.

 

The connect to increased MSFS sales is that more revenue and the ability to hire/contract more resources that aren't devoted entirely to MSFS.  But if updating (not redeveloping) existing Orbx products to PBR and/or DL and/or sloped runways is not being done due to costs, hence my connect to using "some" of MSFS revenue stream to support P3D updates which is one of the platforms that helped sustain Orbx over the years so as to be able to get to the point of providing MSFS airports/scenery.

 

Cheers, Rob.

Edited by Rob Ainscough
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Whether or not I liked his responses, we always used to see a clear steer or direction regarding these things from JV in the past.  It would be nice to see someone from the senior exec team give a bit of feedback about whether or not we might see some updates to P3D products as per robs query please? :)

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Hi Rob,


I maximally agree with what you described ...!
I think Nick understands ...
For my part, I also spent a lot on Orbx products, P3DVxxx
Sure, now MSFS is the "good deal" ... and no longer the P3DV 5.2 I use for example.
MSFS is very nice!
Beautiful!
But it's well known that airplanes, they're not very "lifelike", so well, "game" ... isn't really a simulator ...
For my part, I use a built-in cockpit, a pretty sophisticated one.
With ProSim737 software.
As long as the interaction between MSFS and ProSim is not completely professional, I will stay with P3Dv5.2, possibly later, 5.3
And, there are still many of us who would be happy to update the airports that have already been released. Both in terms of content and technology ...
A little, I feel like you bought it, yours, use it, "hi."
I think maybe Orbx could think about that, too ...

 

Rob and Nick! Greetings to you!
Peter

Szimulátor a szobába3.jpg

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  • 3 weeks later...
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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.

 

Edited by Rob Ainscough
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