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Everything posted by Gildahl

  1. In the original threads on the issue, I think we concluded (or suspected) that the issue was most noticeable in higher res headsets.
  2. On my Index, it is immediately obvious by just turning on low visibility and sitting on the runway. Stock fog, on the other hand is perfectly fine.
  3. I actually had two issues in v4 that seemed separate from one another. One was the rotating clouds issue, which was clear at altitudes when flying near or in cumulous clouds. I'm glad to see that that appears to be fixed. The second issue, however, and possibly the greater of the two for me was related to low visibility conditions on or near the ground in which there was fog. The problem was that within the fog there would be banding effects, like posterization, associated with distance, but which led to serious eye convergence issues. For example (and I recall posting some screenshots of
  4. Ok, I'll keep my eyes out for further reports with people expressly indicating that they have shadows turned off.
  5. Same question here. I purchased V4 for VR and was never able to put to any serious use. Between the rotating clouds and (most significantly) the eye convergence in foggy conditions I ultimately put it on the shelf to wait for a fix. The effect was extremely obvious, even just sitting on the runway in foggy conditions. For me, I was told that the developers didn't have an Index to test this in. So I'd love if a user who had been experiencing these two issues in VR before could report on what things look like now. [Edit] Just read the post here, which probably answers my question. So w
  6. Ok, thanks for being up-front with this. I'll wait for reports--though something like a time-limited demo of the software would be preferable since user opinions on this sort of thing are sure to be subjective.
  7. This looks very exciting, and since I'm a full-time VR user seeing that the rotating cloud issue has been solved is particularly good to see. At the top of my list, however, is to know whether the convergence issues in low visibility/fog has been solved in VR. This was the #1 reason why I ended up uninstalling v4, since under these conditions it was basically unusable on my Index due to the double vision effect--and while I think the $20 charge for this is completely fair, I wouldn't want to purchase unless this issue has been solved. Since cumulous clouds are the focus of this release, I'm
  8. Well I hadn't tried this since my posts back in June. Just tried again with real world weather (Fitchburg Airport in MA-where it is currently "stormy") and immediately saw the double-vision overcast skies just sitting on the runway, and clearly unplayable after a quick take-off. That test lasted a grand total of 1 minute and that was enough. Uninstalling again. (Valve Index, SkyMaxx Pro v4.9.6.2, 2080Ti, i9).
  9. 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).
  10. 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 s
  11. 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.
  12. 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" i
  13. 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. :-(
  14. 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 "mira
  15. 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. Curr
  16. 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
  17. 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.
  18. 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.
  19. 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.
  20. Thanks for confirming! I'll take this up with LR.
  21. 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.
  22. 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.
  23. 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
  24. Hmm. I'm pretty active in that thread and don't see anything regarding this issue (if there is such a post, please direct me to it). Note that this has absolutely nothing to do with the so-called "floating hills" issue which I actually entered an official bug report to LR for. That is a distant horizon issue (and definitely an X-Plane issue since I personally confirmed that it happens in a brand new install of X-Plane and can be suppressed by setting renopt_planet to zero in X-Plane.prf). Rather, this is purely a cloud/fog, left/right eye convergence problem in VR that I've only ever seen
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