Some FACTS about Prepar 3DV.4

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Some FACTS about Prepar 3DV.4

Postby Jetranger » Mon Mar 05, 2018 9:15 pm

OK, so, take the time to read this and educate yourselves so you at least have a general idea of what the REAL DEAL is.

stuff like this isn't generally talked about thru all the HYPE Spin Doctors, because most generally, they don't even know all this stuff, their HYPE Artists, NOT Designers , nor Creators !

This is definitely worth reading from the FSDT Airport Scenery Designer Team !!!


https://www.airdailyx.net/article/fsdt-chicago-ohare-v2-update/





Since FSX, all developers always faced with several equally disappointing alternatives, either using slow FS8 code, or use very fast FSX code that would cause heavy flickering if the polygons are not “cured” in realtime while flying, or having issues of visible raised layers. Since we usually do large airports for big liners, we always prioritize fps, which required to use FSX materials and act with the software to prevent flickering, but this couldn’t always work, especially when using non-standard cameras, or with some other 3rd party addons. But the alternative to get back to ancient FS8 code was an even worse choice, in our view.

Doing something native for P3D4, without worrying to port it to FSX, will fix the issue once and forever. The ground scenery will be made with native P3D4 code, with no requirement of having to adjust the ground polygons height in real-time, which will fix all flickering issues and will allow the sim to load the scenery faster and in multi-threading, since we’ll just use a standard .BGL for the ground textures, with no fancy extra processing required.
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