Hello team,
Thank you for making the sun bigger in HF2.
V5 looks and flies very well.
As I use 2x 4K ( both 43” ) as one wide front view I can see that the TrueSky clouds are not very sharp.
When flying high above them it looks fine but from closer by they look unsharp like soft soft-clouds.
Below the High clouds resolution they are very vague. Using High or Ultra sharpens then into the distance.
To show you what I mean here a few screenshots:
Regular sky ( 3D clouds are 256x256 )
https://www.dropbox.com/s/gck7ewk5jkhqr ... 2.jpg?dl=0
https://www.dropbox.com/s/2jioqrmu7b599 ... 4.jpg?dl=0
TrueSky ( High = 2048x2048 )
https://www.dropbox.com/s/18hxawfy9slhq ... 8.jpg?dl=0
https://www.dropbox.com/s/ghj28z8ye3tyz ... 9.jpg?dl=0
As you can see the 256 clouds are sharper than the 2048 TrueSky clouds.
Theme : fair weather
Can we expect also sharper clouds with TrueSky in the future?
Thanks and best regards,
Gerard
TrueSky clouds sharpness
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- Posts: 262
- Joined: Thu Nov 01, 2012 7:40 pm
Re: TrueSky clouds sharpness
Here's a screen capture of 2048 cumulus-like clouds that I generated independent of P3d5 using the trueSky SDK:
https://www.dropbox.com/s/dtu2gvj2rjwd6 ... s.jpg?dl=0
I really don't see much difference between this screenshot and what I see in P3d5. Also, Simul recommends using lower resolution textures for the clouds, as there really shouldn't be that much difference in quality. A shader based 3D cloud is never going to be as sharp as a collection of 2D sprites based on photographs of clouds. Also, the reason that both HiFi and REX implemented "soft clouds" was that up close clouds don't look like their photographs. The "soft cloud" technique used a Photoshop-like filter to blur the original cloud imagery.
https://www.dropbox.com/s/dtu2gvj2rjwd6 ... s.jpg?dl=0
I really don't see much difference between this screenshot and what I see in P3d5. Also, Simul recommends using lower resolution textures for the clouds, as there really shouldn't be that much difference in quality. A shader based 3D cloud is never going to be as sharp as a collection of 2D sprites based on photographs of clouds. Also, the reason that both HiFi and REX implemented "soft clouds" was that up close clouds don't look like their photographs. The "soft cloud" technique used a Photoshop-like filter to blur the original cloud imagery.
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- Posts: 152
- Joined: Mon Jun 12, 2017 6:14 pm
Re: TrueSky clouds sharpness
IMHO the new clouds still have a way to go to depicting the real thing.
I don't have a problem with the edges/sharpness though. They're acceptable. I'm more concerned with the overall shapes.
I don't have a problem with the edges/sharpness though. They're acceptable. I'm more concerned with the overall shapes.
All comments and opinions are my own.
Re: TrueSky clouds sharpness
If I resize the view to 1 screen the clouds look sharper.
But as I am having a full size home cockpit the outside views are on displays.
Like I wrote, my front view is 86” and even it consists of 2x 43” 4K displays the clouds look like soft clouds.
But perhaps in the future when EA will be enhanced it might look better.
Before, to imitate the soft clouds look I used lower resolution 3D clouds ( 256 ) which also boosted the framerate. Using 2048 textures to show soft clouds made no sense to me.
But as I am having a full size home cockpit the outside views are on displays.
Like I wrote, my front view is 86” and even it consists of 2x 43” 4K displays the clouds look like soft clouds.
But perhaps in the future when EA will be enhanced it might look better.
Before, to imitate the soft clouds look I used lower resolution 3D clouds ( 256 ) which also boosted the framerate. Using 2048 textures to show soft clouds made no sense to me.