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Gildahl

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  1. You had mentioned this before, and yes, I had tried setting it to max, but didn't fix the problem (as I recall, density between bands was a bit more graduated, but still clearly visible).
  2. I'm glad you are able to see the rotating cloud particles. That is certainly one of the fundamental issues. As far as the convergence issues, I *suspect* it has similar roots. I tried to document this in a picture on the last version's release thread while flying over Boston. When flying in foggy conditions, for example, I find the fog (not always, but sometimes) non-continuous, meaning that there is banding such that the fog density increases with distance in steps. Like the "cloud particles" these "bands" rotate with the rotation of my head and more critically, the left and right eyes see these bands in different positions. The way I *think* this leads to what I call a "convergence" issue is that (as shown in my picture), you might have a building that appears in the left eye as shrouded in a dense layer of fog, but because of the rotating density banding, the right eye might simultaneously be seeing the building much more clearly (for example, if I paused the simulator and then blinked my eyes back and forth, left to right, I could see the building as alternately in the fog and out of the fog). Thus, even if the parallax of the building is correct, the competing fog density differences in right vs left eyes make the brain cry foul and makes it nearly impossible to focus.
  3. Just tried some more testing. Turned real weather off, turned procedural on, set low visibility and just sitting on the runway I could see the issue immediately. So even without real weather, it can be quite serious. Anyway, I've uninstalled SMP again and will try again with the next rev. as it remains too distracting for general use.
  4. Thanks! I guess we really need you to see this...and once you do, I think you'll agree its unmistakable. From this thread, I guess we can at least say it occurs with OG Vive, Pimax, and Index and that higher resolutions make it that much more obvious. Also, keep in mind that many cloud formations do not exhibit this issue at all. For example, I flew for about 15 minutes in the Tetons yesterday (using real weather) in and around heavy cumulus clouds including ones with dark underbellies completely convinced that beta 11 had totally fixed the problem..no convergence or "head turning" issues at all. I was actually pretty excited about that. But then I flew into a canyon that was exhibiting more of an overcast/foggy texture and as I approached the convergence (just in that area) got worse and worse, and along with that, the "head-turning" issue too (i.e. where turning my head back and forth causes pieces of clouds and fog bands to rotate weirdly in place). So it definitely seems like just one specific kind (or class) of cloud texture that is doing this.
  5. Hey Jonnti46, have you tried b11 yet? I just tried it, and at first blush it seems that LR may have done something to improve this. My testing under overcast skies has been too limited to be completely sure, but give it a try and see if it makes a difference for you. [Edit] Not fixed. I just took a flight in the Tetons using real weather (which included some dark overcast type cumulus) and I'm back to the serious head-turning weirdness. Oh well. :-(
  6. I'm on Valve Index. I doubt its a setting since I was able to duplicate on vanilla XP. In the other thread where this was discussed, the developer and I theorized that maybe it was due to the Vive Pro he was using. While I don't know about the Pro (since I don't have one), I tried testing using my old original Vive and I can at least say that the problem is unquestionably less noticeable--I think, because the resolution is so bad that the eyes don't find it hard to converge the big gray blobs. Still, when approaching the ground in fog, even on the OG Vive it is still easy to see the "mirage" effect and the banding that rotates when I rotate my head (easiest to evaluate if you pause the simulator). On the Index, however, its a more serious story, since there is enough cloud detail for the eyes to want to converge--and when they can't it makes me go cross-eyed. It's interesting that you were able to use VR without these issues on an earlier version of XP/SMP In 11.50, I've tried in both Vulkan and OpenGL, so I don't think its the graphics API--and I know that I don't have any of these issues with the standard XP clouds and fog.
  7. Agreed. Latest version still has this. It's basically any overcast conditions including overcast cumulus. It really causes me to go cross-eyed on my Index. An easy way to see this is to fly up under some overcast cumulus clouds and pause the simulator. Now move your head back and forth. What I see happening is that the clouds will rotate in place. In fact if I'm in the right place and turn my head back and forth, the clouds on my left will rotate clockwise and the ones on the right counterclockwise, pretty much making it impossible to have anything for two eyes to converge on. Currently, it continues to make the product unusable in VR for me, though I am extremely hopeful this can be addressed since between this release and XP b10, the performance went way, way up. It's just a shame I have to uninstall it again, :-(
  8. Well, I'm not sure whether it is mainly because of the improvements in XP b10 or in SkyMaxx (or a combination of the two), but performance has improved incredibly--like night and day better. On the other hand, I am still having the same right/left eye convergence issues in VR with overcast/fog/overcast cumulus clouds as previously reported (below), which continue to make the product pretty much unusable for me in VR. I really, really hope this can be addressed at some point
  9. I haven't personally experienced these in the game yet, but I do agree that the sameness doesn't look too realistic. The morphology of towering cumulus varies quite a bit as shown here https://bmtc.moodle.com.au/mod/book/view.php?id=5580&chapterid=4107. So might be nice to eventually work some variety into the representations.
  10. That's good to know. I wouldn't have presumed that they worked together. On their web page it says that they offer enhanced wind effects, but you are saying these are adjustable (even while leaving real-world effects on). So for example that means I could override turbulence (say, turn it down or off) while leaving all other wind attributes at their real-world settings, right? If so, that's what I had in mind.
  11. I will be anxiously awaiting this, and thrilled if it can be addressed. I suppose the VR platform might make a difference in how noticeable it is (I'll have to give it try on my old Vive), but it is unmistakable on my Index.
  12. Thanks for confirming! I'll take this up with LR.
  13. I thought that the real weather connector actually passed the weather information into X-Plane (which was then acted on by SkyMaxx and X-Plane). If it doesn't do that, then, yeah I guess it wouldn't be possible.
  14. Excellent. Yes, I do use the Real Weather Connector--but it happens in overcast conditions whether or not I have that installed. Also note that its not just the "procedural" cloud types, but any of the overcast types. Thanks for looking into this, and hoping for that better solution so I can use it with VR again.
  15. That was actually the first thing I tried when I first encountered this issue, but it doesn't help. I just tried setting to solid procedural again, but to no avail. Here are a few more observations (again, all only happen in SkyMaxx and not with standard clouds) 1. If I am flying in low visibility (like the screenshots above), the haze representation varies dramatically as I turn my head in VR independent of the plane's motion. In fact, if I pause the simulation, this behavior continues. All I have to do is turn my head and the haze line against the ground moves in sync with my head motion (this can also be done while the simulator is paused). This in combination with the fact that the haze line is not aligned in the same location for both eyes seems to be a large part of the issue (if, while paused, I open one eye and close the other, the line shifts in appearance and location--not normal parallax--even though the scene is not moving at all.). This, by the way, should be very easy for you to reproduce and observe. 2. The effect is not limited to terrain, ground fog or low visibility. If I fly under dark overcast skies and look up with no ground or terrain in the background, I get the same sort of convergence issues, like my eyes want to cross as I'm looking at these clouds, and the effect magnifies as I fly closer. If I pause the simulator under overcast skies and shake my head back and forth, certain cloud textures will remain perfectly in place while others will do a "dance" (rotate around a central point, back and forth as I shake my head). This doesn't happens with fair weather cumulus or cirrus type clouds. Please keep in mind that although this sounds like a gripe, I fully understand and appreciate that this build of SkyMaxx is called experimental and I'm using it on a beta product (most vendors won't even release for a beta), so I don't want to sound like a complainer, but hoping that at the very least you can duplicate this and put it into an known issue state for VR users. Like I said, right now I can't really use SkyMaxx in VR for overcast/fog due to the bizarre and unrealistic effects this is producing.
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