Starting with the Night as nautical twilight, than the blue hour, golden hour, moonrise, sunrise, day time, moonset, golden hour, sunset, blue hour and finaly back to night nautical twilight.Įxtract the zip files and copy the contents into the X-Plane 11 folder. The way we see it, and as a photographer see its! Skycolors - Clouds - Nightlights for Europe and North America - for v11.50 Vulkan / OpenGL A new amazing new packed from us, where we mix it all together. Volumetric cloud replacement for X-Plane 11. But it doesn’t make sense to dump it into the standard database without asking questions.XFD SCN with Enhanced Cloudscapes (Packed 1) I could possibly add a setting for PlaneMaker that allows you to get a helicopter- or seaplane-friendly version of the GNS. No special variant that I know of exists for seaplanes, though seaplane pilots might know more about that. The real G430/530 have special variants for helicopters with a different database that include heliports along with HTAWS, and the certification for that was added rather late in the G430 lifecycle. While you are happily gliding down your way to the “nearest airport” you’d be very surprised to find yourself headed for a pond, or what would be even worse, the rooftop of a hospital. The engine quits and in the knee-jerk reaction you twist the right knob fully to the right, to get to the nearest page, and select the topmost airport from the list. Imagine you are flying along in the C172 which does neither have a main rotor nor floats. In an ideal rendering situation on Windows, no one is screwing up the threading of the GPU driver’s worker thread, and we might see 1.5 – cores worth of rendering work being done.ĭisplaying heliports or seaplane bases by default would be VERY DANGEROUS. (For this reason, I often suggest a faster clocked i5 over a slower-clocked i7.) So I’d say that rendering dominates the 1 core it gets now. If plugins aren’t chewing up a lot of CPU, rendering will often take 90-95% of that core. In terms of main thread rendering: the main thread currently divides its time between rendering, the flight model for the user’s plane (other planes can go to worker threads) and plugins. Plugins never go to threads – the API is main thread only plugins can start their own workers if they need.
X plane 10 clouds drivers#
– The Windows GPU drivers almost always launch one driver worker thread per each of our threads so that the can push out GPU driver workīecause of these we could technically be over-subscribed however as you can guess from the posts here, we are usually not. – There’s a sound mixing thread on OS X – probably the other OSes have that too. calling up the server to check for updates) currently launches an IO bound thread in 1030.Ī few threads get launched on our behalf by the OS/driver:
X plane 10 clouds movie#
We also start background threads that are almost entirely asleep for Quicktime movie saving (on platforms that support it) and Garmin hardware support, but both are basically blocked most of the time. We start a worker for all but one cores, so that with the main thread the farm can drive the entire machine. In this case what’s happening is the shadow resolution is being wasted in the air above the ground and the area below the ground. But X-Plane does -not- currently have a way of finding this out, so when you look straight down at your airplane with shadows, the shadows become more blocky. The -major- issue with shadows is this: in the case where we are looking down at the ground from nearby, if we can know the distance of the ground from the camera, the shadows can be retuned for optimal resolution. (The fundamental problem is distance – shooters can often get away with 1 km of shadows or less….that’s too short of a distance for flight simulator.) It’s also possible to simply crank the VRAM in the settings or decrease the shadow casting distance. So…by using fewer, larger CSMs users could potentially go up a CSM level without fps going way down. This is normally opposite of the logic of CSM but in X-Plane’s case we pick up a lot of CPU cost per cascade because the close cascades are often smaller than our chunk size for single scenery draw calls. I have a todo item to try to tune them better my current theory is that a smaller number of larger shadow maps would be a win. In fact, the cascades are set up in settings.txt and you can just change them. X-Plane -does- use cascading shadow maps.