I mean: this was THE MAIN problem of FSX, preventing us to use military jets as they should.... If P3D still doesn't allow us to fly fast at low altitude, this is a major dissappointment, to say the least. :/
They actually worked hard to keep blurries from happening.
For instance, they had us slew, full speed, across a stock landscape to show us how it remains crisp, non-blurred. Perhaps intense scenery (photo real, etc) will not do that, but stock scenery now runs super fast due to their new use of handling scenery and scenery mesh through the GPU instead of the CPU. Scenery is cached in the GPU VRam now. Its been really nice and smooth for me. You'll see when its launched.
Because its still 32bit, we still have limitations, but less now.
I was just fixing to say just that, Dino. I finally remembered some details from a post Wes had made some few months ago in one of the threads at AVSIM.Also, apparently, Mirrored Reflections are apparently not supported per se... but (apparently) you can implement render-to-texture viewpoints of custom cameras.
This means, for example, that you can set a camera to look backward, and render its viewpoint as texture for the mirrors in the cockpit...
Thanks again for these clarifications.Well, I did not want to scare anyone with the blurries statement....but the situation on my system (i7 920, Win 7, GeForce 660Ti) is as follows:
- if you use "Landclass" scenery (i.e. default or ORBX like) the situation is MUCH better than FSX. DX11 instancing, for one, does its job wonderfully here.
- if you use very large photoreal sceneries is it is better than FSX, but not that much. BUT rather than a problem of the engine itself, it is IMHO, a problem of "bandwidth" and data access. I am flying over the full state of California (fotoreal from BlueSky) and... well, it is a 60 Gb scenery. My hard disks are old. My processor is not fast. etc. So, rather than a problem of the engine, in my case, it is a problem of hardware.
Make no mistake - I think that Lockheed Martin delivered a MUCH better graphical engine.
Most likely, they use a similar technique that the VRS Tacpack. The TacPack allowed us, for the very first time in the history of FS, to get a working MFD video camera in the virtual cockpit.Also, apparently, Mirrored Reflections are apparently not supported per se... but (apparently) you can implement render-to-texture viewpoints of custom cameras.
This means, for example, that you can set a camera to look backward, and render its viewpoint as texture for the mirrors in the cockpit...
The TacPack allowed us, for the very first time in the history of FS, to get a working MFD video camera in the virtual cockpit.