Pixelated and grainy clouds are back starting with 1.14.5.0

Subjecture only. Maybe it’s a good time to point out that Xboxs also run at 30fps

Don’t ask me why but I reckon this difference probably has more to do with PCIe4 against PCIe3, I also have a 4GB ram cache

i checked the recent TOP BUGS list which came out yesterday. This thread has 368 votes. the last item on the TOP BUG list has 376 items. the second last has 394 votes. in case the TOP BUGS list, lists all the thread per their number of votes, this thread must be the last one on the list.
maybe @Jummivana can explain this. (thanks)

It shouldn’t be, there is not a mistake. After the most recent Feedback Snapshot clean-up, I checked the most popular bug report threads based on the amount of votes to see where they stand, and this one is in position #25. However, since the snapshot only shows the top 24 bugs, it means that this cannot, and should not be in the list. It doesn’t have enough votes.

Jayne said in the official discussion thread that she will push to have the Bugs snapshot include short explanations for the top bugs, similar to the Wishlist snapshot. This could mean that it will also gain 10 more positions, which will allow this thread to appear. But if it does not, then this thread will need more votes to appear, plain and simple. 9 of them to be exact.

I would love to have the developers investigate this matter too, but if the community thinks other bugs/issues are more important, there’s not much we can do.

is there any kind of buffer for the clouds or they are only real time? because i Only had time to do a small test, but I capped FPS to 60 instead of 30, with the same graphics settings and FPS were going up and downs with an average of 45 maybe

Clouds did seems to look better. I didnt noticed any huge artifacts/pixels like before
will do more testing this weekend

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Ahh, I don’t know where my screenshots have gone from today but I reckon I say the most grainy clouds I ever have in the sim since release.

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Same for me. It’s never been anywhere near as bad for me!

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Thanks for testing, good to see there was an improvement. 45 FPS is still a 50% increase which is significant, although the more frames the better of course.

Not completely sure I understand your question however, if you’re asking whether some of the rendering is done on the cloud or if it’s entirely handled by the user’s hardware, it’s the latter. Even though the live weather data is streamed, the weather depiction is handled by the game’s engine and all rendering is done on the GPU.

Sorry i was in a hurry and wrote quickly

I was asking if the visual of the clouds are done in real time, or if the conputer do it a bit in advance and store it somewhere (ex Ram)

Because in flight i recapped the fps to 30 and it took some times before seeing some kind of downgrade.

Will do longer testing

To me it seems that it is all done in real-time. The frame buffer gets reset whenever there is a view change or the graphics settings are tweaked (which causes some heavy overall pixelation but it takes one or two seconds to clear up). Also I haven’t noticed a significant enough difference in RAM and VRAM usage when changing the clouds graphics setting, or turning off volumetric effects entirely, so it seems that the GPU’s shading output is all that matters when it comes to cloud rendering.

I was just wondering if my 4GB rolling ramcache might have an affect … not directly but by putting less workload/wait-time on the gpu thus allowing it more nanoseconds for fuller rendering.

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I don’t think the rolling cache would make a difference in that regard. All it does is store scenery data that would otherwise have to be streamed from the servers. In order for the scenery to be rendered, it still has to be stored in RAM and VRAM to be processed by the hardware.

Although it might help with I/O stutters (or even the opposite, this isn’t something that can be tested easily), the difference is unlikely to be significant enough to make a noticeable difference in temporal rendering methods.

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That makes sense although like you say difficult to test. The only real difference I’ve noticed without a rolling cache is the popping in of objects/textures at a shorter distance than with it turned on and of course a higher tendency to stutter when panning.

At the same time I don’t subcribe to wearing out my expensive NVMe drives with data writes which is mainly why I have my cache on much hardier ram.

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I honestly think this is worse than it’s ever been…

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Ahh the grain really hasn’t come out here somehow, but it was really bad, can still the the pixelated edges everywhere though. Looks way worse on my 1440p monitor than my 1080p one…

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Just say that you’re flying around the Tongo volcano and it looks great! :upside_down_face:

That specific “volcano” cloud was EVERYWHERE I flew after the last update and obviously it’s still there but myself, I have seen this less frequently recently (like in the last couple of days). Maybe… maybe… the “live weather is down an hour each day” thing is actually doing something. Or rather they’re doing something to fix things which is why it’s down. We can hope.

Do you usually fly zoomed in all the time? That must be real crazy when you need to check your instuments.

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No I don’t but it is easier to see the pixilation when you zoom in, it is still very noticeable when at normal zoom , or I wouldn’t know where to zoom in to look at.

For that you would be better adding a cropped partial picture small enough not to get resized by the forum software … however you should really let people do their own zooming.

edges? Your complaint is that the clouds have dynamic edges? Thats not pixelation as I see it. Its just the way the clouds get drawn. They’re volumetric and they get drawn pixel by pixel instead of the old way of an image being attached to a model.

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