Its visible with atho scattering on and a descent visibility. Set it to 10SM with some low clouds. If there are rivers behind the limit of visibility, there are rendered in red shine within the mist or haze.
I failed back to an earlier driver, until thats resolved, so I can’t reproduce it at the moment.
]]>Ah.. and I thought my monitor had some blueish taint.. .or maybe the wine I had the day before, was just too good…
]]>Blue out!? Philipp – you and Roman are _nuts_. 🙂 🙂 🙂
]]>Hi Benoit,
I’m 99% sure the “blue fade out” you experience with the 777 has nothing to do with driver but is rather the cold “blue-out” of the simulated 777 pilot. Make sure to close the doors and set the air-conditioning properly to ensure a nice cabin temperature.
I’ve watched some of the Mantle presentations; it’s theoretically possible that we may someday use it. Mantle provides two advantages:
1. Because it’s modern and coded with multi-core and modern hardware in mind from day one, the abstractions fit the top-end cards perfectly, where-as OpenGL has a fair amount of “weird stuff” due to the gradual evolution. (Lord knows how many times they’ve refactored the texturing API, for example.)
2. Because it is lower level, it moves scheduling and resource management into the host app (that would be X-Plane in our case) – the theory is that the driver is making guesses when it schedules and manages resources, where-as the app really knows what it wants.
But those aren’t totally wins. In case 1, we support plenty of hw too old to run Mantle, and someday there will be newer hardware with different characteristics…whether Mantle handles that new hardware gracefully or not is too be determined. In case 2, writing scheduling and resource management is a big complicated task, so having the driver not do it might make the driver cheaper to develop but it makes the app more expensive (in developer time) to develop. For AAA games like Battlefield they can easily afford that – but the top-tier games are unusual (in the universe of all OpenGL apps) in terms of having man-power.
At this point we are not held back by OpenGL; rather there is work I am in the middle of doing to more effectively use OpenGL. Once we use OpenGL most efficiently then we can re-measure performance, see how much overhead (if any) OpenGL is costing us, and decide what to do next.
]]>Yeah another user told me that it’s the combination of shadows + per pixel + HDR + scattering. NV also says they have seen the bug reports.
]]>I will try to uninstall and reinstall the beta drivers and if the problem persists, I will revert back to Catalyst 13.9
Thanks,
Benoit
http://www.tomshardware.com/news/directx-direct3d-opengl-mantle,26167.html
Does LR have some opinion on this? Could a future version of X-Plane benefit from such enhancements?
Best regards,
Filippo