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Posted

Hi,i was wondering if their was a Mod buried somehwere that had the airports lit up with lights on the runway and the parking lot, as seen in the picture i sometimes i cant see where things are from above then compared to the ground i can miss judge,its just incredibly dark at night even for a airport.

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Posted
...but runways real world don't have spot lights on them.

 

probable exception ?: in former WPact countries, where no or negligible PAPI, ALS lights - spot lights to touchdown area and front border of runway

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Posted
i say not untill we get more cpu cores running in the sim to handle all those visuals.

I don't know much about graphics and such... but how expensive can lighting be in terms of CPU / GPU cost?

 

I guess it's a thing with the work involved but I'm all for the parking areas being well-lit.

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Posted
I don't know much about graphics and such... but how expensive can lighting be in terms of CPU / GPU cost?

 

I guess it's a thing with the work involved but I'm all for the parking areas being well-lit.

The more lights, the more CPU usage, simple like that. Thank god they don't use ray tracing:D

 

According to your basic problem: Did you switch on the Taxi-Landing-Lights?

Try adjusting the gamma in your graphics card driver. Most off the time the default settings are more optimized for good contrast and vivid colors in Hollywood movies. So a "little"(as in small increments) has a good effect on seeing things.

By the way it is not "cheating", but circumventing the flaws of PC Screens versus real life and natural eyesight:smilewink:

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Posted (edited)
The more lights, the more CPU usage, simple like that. Thank god they don't use ray tracing:D

Exactly, I worked with full airbase illumination at night in FC2 and it was completely doable. However performance hit was massive, huge frame hits the more lights you added. Looked beautiful though.

 

I may return to the project and see about making a mod out of it, perhaps placable static objects like light poles and some spot lights for mission builders to place at the airbases.

Edited by Blaze

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Posted

I also don't like those black airports O_o. It doesn't look good, but I remember Grandurf's project where it's been great light over whole taxi. But project is dead so...

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Posted
I also don't like those black airports O_o. It doesn't look good, but I remember Grandurf's project where it's been great light over whole taxi. But project is dead so...

 

There are other projects by Heater, Hungaro and Ducky, perhaps by BeczL also ;)

sign-pic4.jpg

Posted

Perhaps those lights we see in towns and cities, could serve in the air bases, with little performance cost.

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Posted

And they don't have to be calculated light sources... You could just render a "lit" texture for the airports. You wouldn't have shadows, however...

Posted

Like I said, it looked really good. I may end up returning and finishing this project eventually.

 

Click for full-res.

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"There will always be people with a false sense of entitlement.

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Posted (edited)
And they don't have to be calculated light sources... You could just render a "lit" texture for the airports. You wouldn't have shadows, however...

 

Spot lights are calculated. Fake-lights are not-those can be see in cities.

Omnilights- i think- between both. FPS friendly. That used in LuckyBob's Shelter.

I believe (hoply not) Grandsurf gave up when he wasn't able to produce real shadows by spot/omni-lights (just like by Sun) - but that will be a hard FPS killer, calculated spotlights with shadows. Just image it @ Nellis :cry:

Edited by NRG-Vampire

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Posted

Frankly it is very hard for me to understand that few lights can so overload game engine O_o...

Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D

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Posted (edited)
Frankly it is very hard for me to understand that few lights can so overload game engine O_o...

 

under the hood dcs engine is calculating lots and lots of realtime aircraft systems damage models and flight physics, so most of the cpu horse power is doing this, your not seeing bells and whistles like some flight arcade games where its all pretty but nothing much else. give it time dcs world will have everything we want , just needs more processing options to run them.

Edited by diveplane
Posted (edited)
Spot lights are calculated. Fake-lights are not-those can be see in cities.

Omnilights- i think- between both. FPS friendly. That used in LuckyBob's Shelter.

 

The released version of the hanger just used self illuminated object. I never released the version with omni lights. At least I dont think I did. But if I did, those were omni lights

Frankly it is very hard for me to understand that few lights can so overload game engine O_o...

When messing around with my hanger, I added a disco ball and several lights that came out of it and spun around. FPS dropped from 50 to 9. Granted there were about 8 lights per hanger, and 15 hangers per airbase, but still. its impacting

Edited by luckybob9

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Posted

Any chance of adding a deferred lighting implementation in the future? There are a few public papers on the subject out on the web now, if people are not familiar. I'm pretty sure X-Plane is using it, and I know a few arcade games/shooters are as well. The visual effect is incredible, although you apparently lose the ability to use standard MSAA. (And most of the new AA methods blur the image way too much.)

 

Here's one of the first Google hits on the subject:

http://www.gamerendering.com/2008/11/01/deferred-lightning/

 

I didn't look at the links on the page myself, but I think there are a few source code examples for DirectX.

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Posted

Cool party.

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Posted (edited)

Since CPU clock speeds are at their limits now for silicon-based processors, how come ED is not trying to use the multiple cores built into CPUs. It would make sense that if your trying to create a new framework to rollout new aircraft now would be a good time to start building some multithreaded controls into the architecture to improve performance. CPU clock speeds have not really increased much over the last five years, only the number cores built into the processor. It would be nice to finally take advantage of that resource.

Edited by Gonzo01
Posted

ED is already working on multithreading for years. We just don't get to see much of it because its a bit more complicated then just splitting up existing code.

 

As an example though, the sound engine runs in its own thread. Don't think it helps a whole lot whit performance in general but its a start.

 

As whit all good things in life, you need a bit of patience.

 

And then some more.....

 

~S~

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Posted
Since CPU clock speeds are at their limits now for silicon-based processors, how come ED is not trying to use the multiple cores built into CPUs. It would make sense that if your trying to create a new framework to rollout new aircraft now would be a good time to start building some multithreaded controls into the architecture to improve performance. CPU clock speeds have not really increased much over the last five years, only the number cores built into the processor. It would be nice to finally take advantage of that resource.

 

Moore's Law...it's worked pretty well so far.

 

http://en.wikipedia.org/wiki/File:Transistor_Count_and_Moore%27s_Law_-_2011.svg

 

It's not just about clock speeds and there have been clear and substantial increases in performance. I can't even think about trying to run these sims on aything other than an i7 now, but just 18 months ago I was doing just that on an intel dual core at the same clock speed. Albeit, performacne was much worse.

Posted

About multithreading again, see following quotes both dated 22-03-2010

 

FC2 have the new sound engine.

DCS:BS will get it in the FC2 compatibility patch, shortly after FC2 release.

 

We are working on DCS to saturate all your beloved cores, but it's a long road to go.

 

Right now, the main part of DCS - simulation and graphics is still single threaded.

Graphics drivers became quite capable of using several cores, that's why multicore cpus does improve performance.

Also, new sound engine is quite cpu-hungry (it is completely software) and runs in a separate thread (actually, 2 threads - one for rendering, another for loading). So, I'd recommend at least a dual core cpu for DCS and FC2.

 

The new design for simulation part, capable of using many cores, is mostly done, but DCS is a very complex application and converting it to a different internal architecture is not an easy task, so, please, be patient.

 

 

 

 

http://forums.eagle.ru/showpost.php?p=856322&postcount=43

http://forums.eagle.ru/showpost.php?p=855822&postcount=28

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