DeCypher Posted March 1, 2021 Posted March 1, 2021 Dear Eagle Dynamics. Remember that video you released a while back that used a particle cloud to illustrate the effects of the new wake turbulence simulation? Well, you know what to do. 2
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Fri13 Posted March 1, 2021 Posted March 1, 2021 5 hours ago, DeCypher said: Dear Eagle Dynamics. Remember that video you released a while back that used a particle cloud to illustrate the effects of the new wake turbulence simulation? 1 i7-8700k, 32GB 2666Mhz DDR4, 2x 2080S SLI 8GB, Oculus Rift S. i7-8700k, 16GB 2666Mhz DDR4, 1080Ti 11GB, 27" 4K, 65" HDR 4K.
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WelshZeCorgi Posted March 2, 2021 Posted March 2, 2021 I don't have MSFS20, but does it simulate wake turbulence in clouds? Cause if they don't, I don't expect ED to have the will to implement this.
Fri13 Posted March 2, 2021 Posted March 2, 2021 15 minutes ago, WelshZeCorgi said: I don't have MSFS20, but does it simulate wake turbulence in clouds? Cause if they don't, I don't expect ED to have the will to implement this. But that just means that ED would have something unique that others don't have.... I don't think it would be heavy for CPU/GPU to render as it already is there. But how to sync it over network? Would it be enough to do same way as turbulence and get same visual rendering? i7-8700k, 32GB 2666Mhz DDR4, 2x 2080S SLI 8GB, Oculus Rift S. i7-8700k, 16GB 2666Mhz DDR4, 1080Ti 11GB, 27" 4K, 65" HDR 4K.
DeCypher Posted March 3, 2021 Author Posted March 3, 2021 20 hours ago, Fri13 said: But how to sync it over network? I don't think it would require anything new to be synced that isn't already being synced. It should be possible to apply a deformation to the volumetric clouds on the client machine using already available inputs. It would really just come done to how computationally expensive it would be, which I'm guessing is probably not cheap. I would also expect it to be temporary, similar to how the contrails are a temporary visual effect.
Fri13 Posted March 3, 2021 Posted March 3, 2021 5 minutes ago, DeCypher said: I don't think it would require anything new to be synced that isn't already being synced. It should be possible to apply a deformation to the volumetric clouds on the client machine using already available inputs. It would really just come done to how computationally expensive it would be, which I'm guessing is probably not cheap. I don't think it would be any more expensive than now. As the turbulence is already calculated and modeled. The clouds are just visual ones, so they would be localized transformations based to that already done modeling. 5 minutes ago, DeCypher said: I would also expect it to be temporary, similar to how the contrails are a temporary visual effect. Exactly. Let's say if it would be a 3-4 minute effect that will slowly (1 min) move after that back to the default cloud form, no one would likely care that it is not there "forever" etc. What comes to contrails etc, I would like to see them lasting longer like in reality. It would fill the sky with all kind contrails and people couldn't just check the "latest news" as there is so much of them. i7-8700k, 32GB 2666Mhz DDR4, 2x 2080S SLI 8GB, Oculus Rift S. i7-8700k, 16GB 2666Mhz DDR4, 1080Ti 11GB, 27" 4K, 65" HDR 4K.
DeCypher Posted March 3, 2021 Author Posted March 3, 2021 21 hours ago, WelshZeCorgi said: I don't have MSFS20, but does it simulate wake turbulence in clouds? Cause if they don't, I don't expect ED to have the will to implement this. As far as I'm aware MSFS2020 doesn't model wake turbulence, so ED has one-upped them there. Although that's no reason why they shouldn't "two"-up them. 1
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