Effect display disparities - FXEditor/MCX versus In-Game

#1
Hi Arno.

Could you please investigate/add the following issues to your TODO list.

When attempting to create several effects
I've encountered various disparities in supported behaviour
between their rendering in FXEditor/MCX
versus their rendering In-Game.

N.B.
Following results were only from testing in FSX/FSX-SE.


-------------------------------------------------------------------------------
Effects per Controller -

Controller support for numbers of effects.

FXEditor/MCX - Supports over 500 effect.#
In-Game - Supports 100 max effect.#

See attached -
- Screenies - ODG_FX_TEST_1_CONTROLLER_500_EFFECTS_PER_CONTROLLER
- Zip content - _ODG_FX_TEST_1_CONTROLLER_500_EFFECTS_PER_CONTROLLER.fx
Contains ONE controller, calling FIVE HUNDRED effect.#

Please limit FXEditor/MCX support to effect.100


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Controllers per file -

FXEditor/MCX does not honour Controller.#
and will only render the final controller.# in any file.

FXEditor/MCX - Supports ONE controller, (renders final controller only).
In-Game - Supports MULTIPLE controllers.

See attached -
- Screenies - ODG_FX_TEST_5_CONTROLLERS_1_EFFECT_PER_CONTROLLER
- Zip content - _ODG_FX_TEST_5_CONTROLLERS_1_EFFECTS_PER_CONTROLLER.fx
Contains FIVE controllers, each calling ONE effect.#

Please implement FXEditor/MCX to support multiple controllers.


-------------------------------------------------------------------------------
Error trapping -

If possible, please add -

For VARIABLE = MIN, MAX

1 - Test MAX is equal to, or greater than MIN.

2 - Test that MIN and MAX values are numeric.
i.e. are ZERO, not OSCAR


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Many thanks for all your great work.

ATB
Paul
 

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arno

Administrator
Staff member
FSDevConf team
Resource contributor
#2
Hi Paul,

Thanks for the detailed feedback, I have added them to the FXEditor bug/todo list.

They don't sound extremely complex to implement, so I'll try to make some time soon to work on them.
 
#3
Thanks for considering these further enhancements, Arno. :)

PS: On the issue of limiting 'sprites', you may recall the somewhat humorous discussion by an 'FSInsider' linked from this thread:

https://www.fsdeveloper.com/forum/threads/people-as-effects-problem.432696/post-697238

Another pertinent consideration (...and caveat !) discussed by an ACES blogger:

http://blogs.technet.com/b/torgo3000/archive/2006/01/25/418037.aspx

"Q: How come I can't see all of the sprites in the incredibly elaborate and perf intensive effects that I've created?

A: Being the effects artist for Flightsim (among many other duties), this one has bothered me to no end. We have a sprite limit cap that is determined by your effects quality settings (in the display setting dialog). This is for performance reasons, because it is incredibly easy to kill perf using tons of facing sprites. Unfortunately, because the volumetric cloud system are volume clouds of facing sprites, they got thrown into this budget (this is a bug, and our bad). So here's how you hack it. Put an "effects.cfg" file in your effects folder with the following contents:

[Sprite Limit]
Medium=500
High=9999999999
Low=100

Then set your effects settings to high and watch the billions of particles bring your system to its knees.

DISCLAIMER: I am not responsible for any fried hardware or lost wages caused by the minutes per frame display you may achieve using this trick. However, I will be fully responsible if you end up with beautiful visuals and not much of a performance hit. [;)]"

GaryGB
 
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