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About Bakr

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  1. Despite our eyes leaning towards what 1.11 and 1.12 will bring, still though 1.10 continues to amaze us. opening this snapshot contest was one of wisest decisions at this stage to let us appreciate the amount of work done and put into 1.10 despite of known issues - it still looks like a master peace. thanks all for their contribution.
  2. Hey, its raining over-there........
  3. The above screenshots - BY FAR - from first glance - are at a TOTALLY WHOLE NEW LEVEL than initial release of 1.10 -- and MUCH SUPERIOR than before --- and Look MORE NATURAL. Overall, bringing a whole New Breath in the XP world.... Wow.... GREAT JOB. The forms of clouds has really evolved and is maturing as we see. ------------ My wish for next iteration: along with anticipated enhancement work on night environment - is to have the light scattering on clouds during sunset and sunrise to look more natural..whereby clouds get a pink-color treat effect as being let from below...
  4. screenshot is lovely and lively we are on the get-set...
  5. above screenshots of clouds in 0.10 still look great today even today. a very convincing view.
  6. A few question Kaptain, Thanks for sharing the 1.11 screenshots, i can see you are revising the drawing board to leap to the next level... GREAT STUFF.... while am sure the team is busy with optimization and promised features wrap as per published road map... I have a rather fundamental question about the formations of clouds.. irrelevant to any specific build carrying on right now.... My questions: Can you enumerate what cloud types do you plan to support with the volumetric rendition? Apart from Clouds, do you plan to implement volumetric visualization for tornadoes/thunderstorms? How do you give the clouds their final looks? is it based on Thermodynamics Mathematics referenced to METAR data (usually requires more intensive calculations) is it based on Visual Approximation Algorithms referenced to METAR data (more performance and lighter weight ) Above question came to mind after reading: http://www.markmark.net/cloudsim/ A paper referring to physically-based, visually-realistic interactive cloud simulation. modeled using partial differential equations describing fluid motion, thermodynamic processes, buoyant forces, and water phase transitions. ---------------- Much excited about 1.11..... 1.1x
  7. Having watched that video - Austin seems to give you his best support - as far as they are able to stretch themselves at LS at this stage....
  8. You deserve a good rest - and best compliments for the achieved milestone thus far.
  9. About Vulkan Have you had chance to work on Vulkan/Metal internal test - similar to ORBX alongside any early performance results . or is that completely not a priority for 1.11 (probably for 1.12) By the way, we are eager to have updates for 1.11.... Thanks
  10. This is a very big surprise for the flight sim community, wow.... https://stormbirds.blog/2019/06/09/microsoft-makes-surprise-flight-simulator-announcement-at-e3/ Microsoft Flight Simulator - E3 2019 - Announce Trailer https://www.youtube.com/watch?v=ReDDgFfWlS4
  11. I guess that is not quite odd-enough We seem to have as well some unique square icebergs in nature too..
  12. Could this be the Ultimate Card for XE 1.1x ? Despite that DUO card is now debuted for MAC only -
  13. i hope that we can get a sneak of useful results from developer performance profiling tools such as: NIVIDA: https://developer.nvidia.com/performance-analysis-tools https://stackoverflow.com/questions/28138494/cuda-profiler-calculate-memory-and-compute-utilization AMD: https://gpuopen.com/gaming-product/radeon-gpu-profiler-rgp/ This would indeed help in optimizations plans to work around bottlenecks and get the best of GPU Hardware Acceleration.
  14. A question regarding volumetric noise-based cloud rendering technology performance - Thanks for the fresh-cut release - the youtube is now starting to blister with uploads for XE 1.10 - very nice videos. Along the way, we start to see the kind of outstanding issues that you referred in your status articles - such as shimmering noise on cloud ends. My Question is: Since this is a GPU intensive noise-rendering - may we breakdown further the real bottleneck in the rendering pipeline - and which next-gen graphics vendor do you think is going to make the biggest improvement. to make myself more clear --- in trying to point finger to the major playing bottleneck that limits the infinite potential of greater visual & performance dimensions: is it mainly the Memory Throughput on the GPU? is it mainly the compute capability - i.e. : Number of Cuda Cores (nvidia) / or Processing Streams (on AMD) ? is it mainly the Geometry Pipeline ? is it mainly the Shading Pipeline ? is it mainly the PCI Bus bandwidth limit - not depending on compute/graphics performance ? (see video below which demonstrates how alone PCIe 4.0 pushed the envelope - seems very much relevant with voxel-based technology for me -- who knows this might resolve all the performance issues due to saturation of PCIe in gen 3.0 with that specific use-case) watch from 4:15-4:45 We know it is early to judge - and know that you are working to explore the performance profiling aspects. Thanks again for this awesome deliverable.
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