Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


sundog last won the day on January 10

sundog had the most liked content!

Community Reputation

626 Excellent

About sundog

  • Rank
    Advanced Member

Contact Methods

  • Website URL

Profile Information

  • Gender
  • Location
    Orlando, FL
  • Interests
    Real-time environmental effects

Recent Profile Visitors

9,456 profile views
  1. They are just really huge clouds that are composed of a large number of individual cloud billboards. They result in a lot of depth complexity which taxes the fill rate of your GPU.
  2. The fix to prevent mountains from drawing through volumetric clouds comes at a performance cost, but it shouldn't be that big. You may have to tweak your settings a bit to get things back to where they were in earlier versions.
  3. Sounds like you're running out of memory; volumetric clouds use a lot of it. Try reducing your cloud draw area setting, or freeing up memory in other ways (reducing your anti-aliasing, turning off HDR, lower resolution, removing ortho scenery, etc)
  4. Landing lights don't illuminate volumetric clouds. The "cloud/terrain blending" slider does not affect them. Nor does the cloud puff rotation setting, as they have no puffs. Those are the only differences in terms of functionality I can think of. I wouldn't worry about ways around the 500m limit as I've already disabled it in the code here. In the next update it'll be gone. But to answer your question it currently applies to both overcast and cumulus volumetric clouds.
  5. Performance can vary greatly depending on the weather conditions, the location of the camera relative to the clouds, the cloud draw area setting in SMP, your resolution, and your anti-aliasing settings. You'll probably want to tweak some of those to find the sweet spot for your system. That said we do expect the fix in 5.0.4 that resolved the issue of mountains drawing on top of the clouds to come with a slight performance cost. But I wouldn't expect it to cut your performance in half. Might just be that the weather was different when you flew most recently.
  6. You can simply switch the overcast and cumulus representation settings in SkyMaxx Pro to something other than volumetric when running VR on your GTX1080. We do have some performance improvements for non-volumetric clouds in the works for the 5.x run, so you can still benefit from that.
  7. Yes, it's 500 meters AGL. I can probably remove that as well in a future update...
  8. One thing that's different about our rain effect is that it only occurs when you are actually underneath a cloud. So even if it's reported as rainy at your location, if you happen to be in between clouds it won't be raining where you are. Just did a test and the rain effect does seem to be working... it's probably just that.
  9. How METAR is handled hasn't changed... any chance you crossed a one-degree tile boundary? That can also trigger the clouds to reload, as we have to adjust to X-Plane's new coordinate system when that happens.
  10. The 500m lower limit is only applied to volumetric clouds. Non-volumetric clouds work as they did in version 4. It's possible you just picked up newer weather conditions when you switched, especially if you had "never change visible weather" active in Real Weather Connector.
  11. You have a pretty good understanding of how it works TBH!
  12. We don't actually control ground visibility at all through SkyMaxx Pro; it's entirely done by X-Plane itself. In real life however, lights do "punch through" haze and fog to some degree and can be seen further out.
  13. He's saying that instead of downgrading, you can select non-volumetric clouds in SkyMaxx Pro's overcast and cumulus cloud representation settings. That basically puts you back at how 4.9.6 worked.
  14. You'll find it happens less often if you are also using Real Weather Connector. If you want to go back to the non-volumetric clouds for now though, you can simply select them in the Overcast and Cumulus settings of SkyMaxx Pro instead of downgrading. There are further improvements to non-volumetric clouds coming soon in the 5.x run as well.
  15. It's because we actually have to shoot the ray pretty far before its opacity reaches the point where we can actually stop it early, especially if there are gaps in the clouds. Shooting through a cloud layer from above or below is a much shorter distance to traverse.
  • Create New...