Updating to P3D 3.3.3 Issues thread

Re: Scenery Problem with bgl airport add-ons
Postby Adam Breed » Mon, 06 Jun 2016, 21:06

All,

We are working towards a hotfix to resolve this issue. It should be available in the next couple days. Again, we strongly encourage all third parties to continue to update their older scenery to work under Prepar3D's newer designs. While this change was not exactly intentional - it is a result of adding capabilities to support newer functionality. We publicly disclosed that BGL was not going to be supported moving forward (over two years ago - during v2). While BGL still works and we have no intention of disabling it, it is strongly discouraged and at some point shortly we will no longer be able to advance the system while continuing to support it.

Thanks for your understanding and support in solving this issue,
Adam

Looks like 2002 SDK and BGL scenery will be discontinued in future upgrades. Now scenery developers will have to create two different sets one for FSX and one for P3Dv.x
 
Might add...

Beau Hollis wrote:Exact replication of the draw order generated by the legacy dx9 rendering system is not possible in the new system. We've done our best to fix specific issues as reported, but there will eventually be cases where fixing one add-on by modifying sort orders will break other add-ons. We posted a couple years back that we were dropping official support for the fs2002 routines for this vary reason, and encourage developers to stop using tools that rely on them.

We made some major performance improvements in 3.2 which relied in part on changes to optimize some draw order sorting routines. These changes caused issues with a few add-ons which had worked in 3.1 and we addressed those issues in 3.3. We also fixed a bug in the sorting routine which made draw order non-deterministic in certain cases. We believe the sort is stable now and would prefer not to modify it again. Please keep reporting these issues, as we do appreciate the feedback, but also understand that we may not be able to investigate and respond.
 
Scenery Problem with bgl airport add-ons

Andras post this at P3D... Scenery Problem with bgl airport add-ons


[h=2]I can give you a simple answer on the technical background:

- Those FS2002 methods are actually 2002, 2004, FSX, ESP and P3D 1.4 methods.
Those people who often angrily talk about a "14 years old method" are practically mistaken, as until the P3D 2.x series that - and only that - was the standard method and there were no other methods available to make airport ground sceneries.

For the designers adapting to the new layering method is easy, but there are some catches. Namely:

1. The new layering that was given by LM is not as versatile or reliable as the old method was and provides less possibilities.

2. The new method doesn't allow textures to be changed according to the season or other conditions.

3. LM gave the layering method to designers, but still there are no "conditional jumps" possible, meaning textures or objects changing by a defined condition. By the lack of this, with the new method, no safegate systems, opening doors or the like are possible to design, or anything that changes somehow depending on distance, altitude, seasons, etc.

4. This is also a question of QUALITY, as many designers are reluctant to lower the qualities of their large airport depictions, but alas, by the newer single and simple method, the older qualities are not truly achievable.

5. Those airport sceneries will be slightly faster if they comply the newer requirements, but the cycle will only be full, when LM also provides additional design possibilities, besides the single layering option, which is available right now.

Do not bring Orbx into the picture here, as they mainly do terrain depictions and smaller airports. The older method in question here are important mostly for large airports.

Andras
[/h]
 
Has anyone made Andras aware of SODE (Scenery Object Design Engine) that addresses these aforementioned shortcomings?
 
That is bitter for scenery designers that work for FSX and P3D. That strategy reminds me somehow the way M$ turned when switching from FS9 to FSX. Make it faster by simplifying it. But it was inevitable, sooner or later.
I also thought of SODE when I read that. Time to use it now!

The stuttering I mentioned above completely went away. It's smooth as butter now, even with heavy cloud scenarios, which were hard on my system in Versions <= V.3.2. I changed a few parameters in NVIDIA tray and the sim graphic definitions, but I'm not sure which one caused it.

Now if they fix the flickering of co-planar surfaces I'm happy again!


Cheers,
Mark
 
Has anyone made Andras aware of SODE (Scenery Object Design Engine) that addresses these aforementioned shortcomings?

Seeing that SODE works in FSX and P3D would indicate to me that the solution has been 'waiting around' for a very long time. But the old school FS2002 approach worked, so why invent the wheel again? Now LM says find a solution and people want to complain that there isn't one. Uh, OK!

And why do I always seem to post at just the right time to start another page...:mixed-smiley-010:
 
I always make it it habit to wait a min of 1 week prior to updating and monitor the forums for issues that pop up. Saves one a lot of time.
 
Mine definitely is not smooth. I can turn settings down or up, makes no difference. It has a full on stutter every 10 to 15 seconds, sometimes the scenery totally stops moving for two seconds.

Sent from my SM-G920F using Tapatalk
 
Back
Top