So what with DX11 support?
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Nope
That. With what we have now, you can’t have a left view, a front view and a right view at the same time. You can have a front view stretched to three projectors.
Wow that sounds pretty cool – not sure I’ve ever seen or heard of such a setup… is that how large commercial flight simulator enclosures are constructed?
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Does anyone run a triple screen setup in BMS? I have 2 more 32" G5 curved screens waiting for my new desk to arrive, mostly for car racing sims, but wonder how BMS will handle a 7680x1440 screen(s) set to Surround (or not)?
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Forget VR that is yesterdays news
https://varjo.com/products/xr-3/
https://varjo.com/blog/case-dassault-aviation-developing-immersive-pilot-training/
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Forget VR that is yesterdays news
https://varjo.com/products/xr-3/
https://varjo.com/blog/case-dassault-aviation-developing-immersive-pilot-training/What was that? we are not able to have a decent experience in vr and they are already thinking about creating a more immersive one?
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Forget VR that is yesterdays news
https://varjo.com/products/xr-3/
https://varjo.com/blog/case-dassault-aviation-developing-immersive-pilot-training/
So you will need the headset, AND the cockpit : $$$$$$$$$$$$$$$$$$
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U can expect anything and nothing.
To give u a hint and endanger revealing confidential content, but YOLO what the heck:
I would call up on your imagination and the trajectory of BMS from 4.32 till now.
So now you know exactly what with DX11 support to expect in 3-4 weeks.
The only thing for sure is that the whole team is steaming like crazy working and freezing (inside joke :lol: ) their asses off…
Hey Arty,
I mentioned in the past the steps BMS would work towards. Seems to be spot on so far. I stated that moving from DX9 to DX11 would not take the bulk of the time to complete (this was in a discussion with IHawk). DX11 implementation was pretty quick (estimated 2+ years). Now comes the “bulk” of the time. “Assets” And in this I wish to tell everyone that this part of the evolution of BMS will take time. VR implimentation would require view sampling (in real time) from multiple points compiled to a single FOV to the players reference (FOV, at angle/position/range and weather/environmental conditions). That would require a HUGE amount of GFX interface to compile. If BMS does go VR, and to do it right, will require a monster of a computer. Yes, yes, DSC does it but true VR resolutions would require a very high VR system that would allow (true) 4K imagery to be displayed in real time. That would be realistic for the virtual world. I don’t think that technology has reached that level to the average consumer.
Now, half dome projection is something entirely different. Doable with current technology. Expensive (5 projectors @ 4K). Far more realistic IMO. Once the assets are created and implemented, this option would create the most realistic pit build. VR and pit builds would not be a great (realistic) option IMO.
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Hey Arty,
I mentioned in the past the steps BMS would work towards. Seems to be spot on so far. I stated that moving from DX9 to DX11 would not take the bulk of the time to complete (this was in a discussion with IHawk). DX11 implementation was pretty quick (estimated 2+ years).
DX11 engine != BMS 4.35 engine…
As I stated in the past, it’s not only DX11 but it’s a rewrite of the existing engine from back then which was necessary for efficient future implementations.
DX11 maybe would take ~2 years, what we have took much more and that was the only way to climb higher.Now comes the “bulk” of the time. “Assets” And in this I wish to tell everyone that this part of the evolution of BMS will take time. VR implimentation would require view sampling (in real time) from multiple points compiled to a single FOV to the players reference (FOV, at angle/position/range and weather/environmental conditions). That would require a HUGE amount of GFX interface to compile. If BMS does go VR, and to do it right, will require a monster of a computer. Yes, yes, DSC does it but true VR resolutions would require a very high VR system that would allow (true) 4K imagery to be displayed in real time. That would be realistic for the virtual world. I don’t think that technology has reached that level to the average consumer.
Now, half dome projection is something entirely different. Doable with current technology. Expensive (5 projectors @ 4K). Far more realistic IMO. Once the assets are created and implemented, this option would create the most realistic pit build. VR and pit builds would not be a great (realistic) option IMO.
Not sure what you mean… many sims have VR, APIs exist for VR implementation. Anything DCS can do, we can do… it just take us more time because it’s not our day job and we have many less working hands.
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Not sure what you mean… many sims have VR, APIs exist for VR implementation. Anything DCS can do, we can do… it just take us more time because it’s not our day job and we have many less working hands.
Good news then it is possible! i can’t wait to see bms in 3d with vr.
@jhook:Now, half dome projection is something entirely different. Doable with current technology. Expensive (5 projectors @ 4K). Far more realistic IMO. Once the assets are created and implemented, this option would create the most realistic pit build. VR and pit builds would not be a great (realistic) option IMO.
Do you think it is possible to build a small full dome? I’ve always imagined a small and narrow dome that doesn’t take up much space and even goes a little under the cockpit. Except that to make it like this maybe it doesn’t have to be completely spherical, I don’t know if it’s possible. The only flaw is that so there is no 3d effect, also the cockpit is not (maybe i’m not sure) as illuminated as inside the sim. Then the performance, we are sure that they would not be the same if not worse than the vr? having to render a scene with a half sphere fov does not seem like a small thing to me.
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Good news then it is possible! i can’t wait to see bms in 3d with vr.
Do you think it is possible to build a small full dome? I’ve always imagined a small and narrow dome that doesn’t take up much space and even goes a little under the cockpit. Except that to make it like this maybe it doesn’t have to be completely spherical, I don’t know if it’s possible. The only flaw is that so there is no 3d effect, also the cockpit is not (maybe i’m not sure) as illuminated as inside the sim. Then the performance, we are sure that they would not be the same if not worse than the vr? having to render a scene with a half sphere fov does not seem like a small thing to me.
Hey Falcon,
Very sorry for the late reply to this post (new rig build, testing, work, ect.). Yep, a small half dome would be great for pit builders. I think that you would get some (a little) 3D effect from screen curvature. But this route is expensive. Some great pit frames coming out now a days. Great platforms to build on. Seems the flight sim community is catching fire! I think FS2020 as a lot to do with that.
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I for one hope that having DX11 support leads to much better visuals. But I know that is a HUGE task for the team. Incredible project in its current state, but with modern graphics? Yes, please!
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devs you can actually update us from time to time
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I think VR support would be nice for….VR users. A large portion of us currently flying with TrackIR or other head tracking solutions will most likely keep flying the way we always have. With DX11 support I am more excited about the prospects (I am hoping) of having physical based rendering (PBR). It will require an updated renderer, but PBR together with a better lighting system will do a lot to breathe new life into Falcon.
But there is still a lot to do - I browsed through the tactical reference section again tonight and there are a lot of 3D models in need of a refresh. It would be great if members of the community could assist with modding and creating new 3D models. I know it is possible, but without an SDK or published guides it is hard to say what exactly is possible. -
It already is the case. Kaos (luke777), Radium, and many more I can’t think of right now.
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@vfp:
devs you can actually update us from time to time
Well, as usual I can’t say much, but things are progressing nicely, on all fronts of the BMS development, things are advancing at good pace at this stage. But there is still time. Don’t expect any huge GFX improvements too soon.
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I think VR support would be nice for….VR users. A large portion of us currently flying with TrackIR or other head tracking solutions will most likely keep flying the way we always have. With DX11 support I am more excited about the prospects (I am hoping) of having physical based rendering (PBR). It will require an updated renderer, but PBR together with a better lighting system will do a lot to breathe new life into Falcon.
But there is still a lot to do - I browsed through the tactical reference section again tonight and there are a lot of 3D models in need of a refresh. It would be great if members of the community could assist with modding and creating new 3D models. I know it is possible, but without an SDK or published guides it is hard to say what exactly is possible.Maybe take a peek at what is going on at the BMS Fighters Mafia Discord channel…
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Maybe take a peek at what is going on at the BMS Fighters Mafia Discord channel…
Thx, Icer, and visitors are always welcome. Yes, Brother Kaos is doing great work in the 3D area.
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I know it is possible, but without an SDK or published guides it is hard to say what exactly is possible.
You dont need an SDK to make 3D models, and there are published guides on this very forum!
Or, well. There were. I guess Im not sure if they survived the great Purge.
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You dont need an SDK to make 3D models, and there are published guides on this very forum!
Or, well. There were. I guess Im not sure if they survived the great Purge.
https://www.benchmarksims.org/forum/showthread.php?6009-3DS-Max-Exporters-for-BMS
https://www.benchmarksims.org/forum/showthread.php?7712-PinkyandBrains-Beginners-guide
They are still there
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Thanks for those links. Sadly it looks like there are exporters for 3DS Max only. I am proficient in Blender and I haven’t touched Max; partly because Blender satisfies all my production needs and secondly because Max costs a fortune to license (putting it out of reach for the average hobbyist). I will dig around and read up more; haven’t really looked into BMS development that hard to be honest.
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IIRC there were some hints for blender users, maybe it’s worth looking in Community Mods and Tools/ 3D Models forum for more info. I’m sure someone was asking similar question