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sundog

Maxx-XP
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sundog last won the day on March 29

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About sundog

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    Orlando, FL
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  1. The problem is that X-Plane does not give us any information on which monitor is currently being drawn, and so we have no way of maintaining separate shadow maps for each monitor. We tried a workaround where we would identify different monitors based on their different settings for their field of view offsets, but this caused problems in cases where there are multiple views with the same field of view. As Cameron said, our hands our tied on this one. If it's an issue in your setup, disabling cloud shadows in the SkyMaxx Pro configuration screen is your best bet.
  2. 88.5% VRAM usage is actually really tight, as the memory is likely fragmented to some degree and it becomes hard to allocate large blocks of memory at that point. I would still recommend backing off on settings that affect VRAM usage (ie, anti-aliasing, the cloud draw distance, terrain detail, use of photoscenery) until you find the right balance for your system.
  3. Hm, things must be in a worse state than I thought. Try this: - Set SkyMaxx Pro to "default" and quit X-Plane. - Remove everything in the Resources/plugins/SilverLining/skyColors/Default Sky Colors folder (if anything) - Run the X-Plane installer to repair the installation again. That *should* get everything back to normal, unless there is some weird disk permission or disk corruption issue going on with your system.
  4. At its highest setting, SkyMaxx Pro will draw clouds out to 350 km. I think what you're seeing is a false horizon caused by the blending of X-Plane's sky with our Hosek-Wilkie sky model near the horizon. If you set it to default sky, it might look more like what you expect.
  5. Yes, after restarting the sun should come back. if it didn't it means something went wrong while moving the sun and moon textures around. You may need to re-run the X-Plane installer to repair the missing files in this case.
  6. I don't think that's us... generally speaking, we don't mess with visibility at all in X-Plane. We just draw clouds (and optionally precipitation and the sky itself) The exception would be if you are entering the bottom of an overcast cloud layer there. Visibility would start to drop as you go into it. It's dark so I can't really tell from the video if that's the case.
  7. Try using "fast" cumulus clouds and "soft SD" overcast clouds as they should perform best. Also, if you're not using Real Weather Connector, it can actually help performance. With RWC we don't have to render clouds out to the horizon in every direction, only where the clouds really are in real life. And of course turning down your cloud draw area setting can help too.
  8. Try the new 5.1.0 update; there were a few bug fixes in there that might address the CTD's reported in 5.0.
  9. The new 5.1.0 update should improve performance with non-volumetric clouds. For volumetric, our advice remains to adjust your AA settings to find a good compromise between visual quality and performance for your system.
  10. Neither SkyMaxx Pro nor Real Weather Connector adjust X-Plane's wind at all; they are only concerned with the clouds, and, depending on your settings, precipitation. Probably best to raise this with the FSGRW developers.
  11. Try the new 5.1.0 release; it should improve performance with the non-volumetric cloud types. If you want to use volumetric, adjusting your anti-aliasing settings is probably the best way to improve their performance. If you are using a super-sampled AA approach, it multiplies the number of pixel fragments we have to compute for volumetric clouds, and multiplies how much time it takes to draw them as a result.
  12. Try the new 5.1.0 release. It should fix that issue with textures going away on storm clouds, and improve performance. Sorry I went dark for a few days there; for some reason I stopped receiving email notifications of new posts here.
  13. The performance improvements in 5.1.0 are more about CPU usage, and mainly for non-volumetric clouds. There's not a lot we can do to reduce the GPU overhead of supersampled anti-aliasing with high resolutions when fragment shaders as complex as volumetric rendering are involved.
  14. If anyone runs into this again, it would be really helpful if you could capture your metar.rwx file (if using ASXP) or your fsgrwsmp.rwx file (if using FSGRW) and post it here, along with the nearest airport to where you saw the problem. That'll give us something to dig into. It sounds as though an overcast cloud layer was supposed to be present, but wasn't for some reason. Remember again that if you are switching between ASXP and FSGRW it is essential that you manually remove any fsgrwsmp.rwx file left behind by FSGRW before using ASXP. If you don't it would totally explain this sort of
  15. I don't use XEnviro, so I don't know to be honest. I don't see why they wouldn't; from what I know our approaches to seasonal variations are completely different. We swap in an entirely different set of textures, while I think they modify them via shaders. But I can't make any promises.
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