Future of Falcon BMS
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I can make FSX look like almost like a photograph with add ons and settings maxxed out, even over NYC in FSX. However it runs like a dog and I get OOM errors even with 3gb video and 32 gb system memory (my rig is no slouch). Imagine running a dynamic campaign like BMS on top of that. IMO stock FSX looks worse than BMS and you have to turn settings down to run most scenery add ons without errors (scenery manuals even tell you turn stuff down).
http://i223.photobucket.com/albums/dd84/icarus123456789/2014-7-3_9-57-27-948_zps8eb7d401.png
Wow. Your right Icarus.
Looks very photo realistic. But, this kind of gfx is unrealistic for FBMS. Maybe some day (40 years from now), but for now, we have a pretty good gfx staple for fbms. IMO, can we approach to a more photo realistic gfx in fbms now, yes but not to this level. Will the next update have improved gfx? Possibly. But you hit the nail on the head. With everything else running in bms, you have to consider the overhead room for such improvements. Your rig is certainly higher end. My rig is also higher end. But even higher end rigs would struggle down to a crawl with this kind of gfx in fbms.
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IMO, can we approach to a more photo realistic gfx in fbms now, yes but not to this level.
well we actually can.
Maybe not detailed to death… meaning 100% representation but we can, and some compromises, but it will be great.
Example the FBB tests I did, but those where tests and looked crap cause my lack of knowledge on 3ds, more convincing is Nove’s work which has progressed much and showed such wonderful examples, and of course Kimpo surrounding area.The thing is lack of experience on the subject - process, time and human resources.
After I’m done with the texturing of runways - taxiways (RT) I will focus and speed up on the FBB (Falcon Buildings Blocks) project and hopefully will have good results. Almost makes me regret making this RT project… but a promise is a promise… and FBB still is over my head on some aspects.
To give u an example… The cockpit is like a small city. So it’s like having x cockpits lying on the ground. Cockpits are more demanding as they have more curves and etc like DOF’s and TGP and gismos that animate that buildings don’t.
If we had a more user friendly tool to work with it would be better but still with what we have it’s doable. Just needs more time and effort.
In the meantime I may have found a good way for the 3d buildings and elevation so that large building blocks will not have to be flat but follow the actual Falcon elevations. I have to test it. But as I read and looked at the tutorials the way is ok, and the solution is the L2 raw picture file. Where if I got it right every pixel is one tile thus 1km. Remains to be tested.
So full speed to finish the RT project.
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Mower - if you don’t mind my asking - do you use the stock Korea terrain, or any modified tiles? Just curious…
Tom’s excellent hitiles mod.
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Wow. Your right Icarus.
Looks very photo realistic. But, this kind of gfx is unrealistic for FBMS. Maybe some day (40 years from now), but for now, we have a pretty good gfx staple for fbms. IMO, can we approach to a more photo realistic gfx in fbms now, yes but not to this level. Will the next update have improved gfx? Possibly. But you hit the nail on the head. With everything else running in bms, you have to consider the overhead room for such improvements. Your rig is certainly higher end. My rig is also higher end. But even higher end rigs would struggle down to a crawl with this kind of gfx in fbms.
That kind of graphics is unrealiustic for FSX too, your rig will struggle with just flying around if you do as in the pic. I agree, BMS looks pretty good now and could get some better, but I do not want the graphics if the FSX problems come with it. Not worth it.
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That kind of graphics is unrealiustic for FSX too, your rig will struggle with just flying around if you do as in the pic. I agree, BMS looks pretty good now and could get some better, but I do not want the graphics if the FSX problems come with it. Not worth it.
This is it: I fly the VRS Rhino out of Fallon NAS and the terrain is amazing but the FPS are poor andso the flying is not as smooth as desired. Disbelief is not suspended.
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well we actually can.
Maybe not detailed to death… meaning 100% representation but we can, and some compromises, but it will be great.
Example the FBB tests I did, but those where tests and looked crap cause my lack of knowledge on 3ds, more convincing is Nove’s work which has progressed much and showed such wonderful examples, and of course Kimpo surrounding area.The thing is lack of experience on the subject - process, time and human resources.
After I’m done with the texturing of runways - taxiways (RT) I will focus and speed up on the FBB (Falcon Buildings Blocks) project and hopefully will have good results. Almost makes me regret making this RT project… but a promise is a promise… and FBB still is over my head on some aspects.
To give u an example… The cockpit is like a small city. So it’s like having x cockpits lying on the ground. Cockpits are more demanding as they have more curves and etc like DOF’s and TGP and gismos that animate that buildings don’t.
If we had a more user friendly tool to work with it would be better but still with what we have it’s doable. Just needs more time and effort.
In the meantime I may have found a good way for the 3d buildings and elevation so that large building blocks will not have to be flat but follow the actual Falcon elevations. I have to test it. But as I read and looked at the tutorials the way is ok, and the solution is the L2 raw picture file. Where if I got it right every pixel is one tile thus 1km. Remains to be tested.
So full speed to finish the RT project.
Thanks Arty! Quick question, "is the RT project being included into bms, or is this for theaters? Since I know there are some gfx improvements on the way, maybe a snipit of what this L2 raw picture file will look like. And, what tools would help to improve the process? If you are talking about 1k resolutions, then this would be a huge leap forward with respect to gfx and bms.
GO ARTY!
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Maybe some day (40 years from now),
This anwsers the title about future of FBMS! :woohoo:
GO ARTY +1
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Well future will tell…
What does snipit means?
well those raw files are a picture in grayscale of the elevation of the theater.
Those can be used by ARCGIS programs and “others” hehehe also 3ds MAX and u can build on those.
Actually u r calibrating the actual Falcon elevations with the 3ds MAX and thus u can build in large areas and u can have different elevations.Now with this if one pixel is one tile of the Falcon Terrain (remains to test and resolve) then I have a flat 1km area to build on. that way the buildings blocks will follow the elevation and I will not have to do this by hand neither flat out the area so that buildings will not look strange.
Another (maybe) usage or help could be on the subject Demmer is bragging about having different elevations on a runway. With this u can build runways where one end is at 250ft and the other on 270ft kinda. Well on the runways maybe the angle is needed also (in case the elevation change is on the middle of a runway and is like a V or reverse) but I believe Monster the creator of Terrain Editor can help on this as he knows and masters those Math so we could have those details and build 3d objects that will be perfectly aligned with the terrain.
He did something like that on the 3d representation in Terrain editor.Also BMS dev’s could help on this if we had the exact mess available to import it somewhere else or how to accurately calculate those angles.
Oh jhook u probably missed the FBB thread: https://www.benchmarksims.org/forum/showthread.php?12073-3D-Cities-for-Falcon&p=178214&viewfull=1#post178214
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This is it: I fly the VRS Rhino out of Fallon NAS and the terrain is amazing but the FPS are poor andso the flying is not as smooth as desired. Disbelief is not suspended.
I wonder how Prepare3d compares with the same terrain addon?
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In my experience P3D is similar. There are also some stability issues with P3D.
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Is there any way to make Falcon 64 bit?
I’m thinking this needs to happen before major upgrades can happen. -
Iirc it’s said that was tested and performance was worse then 32bit.
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I have a fast system and with a NVidia 770 gtx 3gb. The holy grail drivers aren’t supported on the 7-series gpus as they are for 6-series and below. BMS 4.32 u7 runs great on it with the latest drivers, except around some airbase tiles and night some night vision situations where the frame rate goes down to a slide show at times.
The concern I have for BMS is how will it survive into the next gen cards and drivers, especially in light of making newer FLARE and building tiles.
FWIW, I do not see this problem with my many other sims and FPShooters. It’s as if the airbase tiles aren’t optimized or something.
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Well future will tell…
What does snipit means?
well those raw files are a picture in grayscale of the elevation of the theater.
Those can be used by ARCGIS programs and “others” hehehe also 3ds MAX and u can build on those.
Actually u r calibrating the actual Falcon elevations with the 3ds MAX and thus u can build in large areas and u can have different elevations.Now with this if one pixel is one tile of the Falcon Terrain (remains to test and resolve) then I have a flat 1km area to build on. that way the buildings blocks will follow the elevation and I will not have to do this by hand neither flat out the area so that buildings will not look strange.
Another (maybe) usage or help could be on the subject Demmer is bragging about having different elevations on a runway. With this u can build runways where one end is at 250ft and the other on 270ft kinda. Well on the runways maybe the angle is needed also (in case the elevation change is on the middle of a runway and is like a V or reverse) but I believe Monster the creator of Terrain Editor can help on this as he knows and masters those Math so we could have those details and build 3d objects that will be perfectly aligned with the terrain.
He did something like that on the 3d representation in Terrain editor.Also BMS dev’s could help on this if we had the exact mess available to import it somewhere else or how to accurately calculate those angles.
Oh jhook u probably missed the FBB thread: https://www.benchmarksims.org/forum/showthread.php?12073-3D-Cities-for-Falcon&p=178214&viewfull=1#post178214
Yep, the buildings look like dominos but that’s just a place holder set up. Since you put all of those buildings in, I take it that the FPS held up pretty well? 9000 poly electrical lines??? Are you shitting me? Wow, that Im sure can be reduced. Send Demmer my best and kick ass!
btw, are you still watching the grass grow?
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I have a fast system and with a NVidia 770 gtx 3gb. The holy grail drivers aren’t supported on the 7-series gpus as they are for 6-series and below. BMS 4.32 u7 runs great on it with the latest drivers, except around some airbase tiles and night some night vision situations where the frame rate goes down to a slide show at times.
The concern I have for BMS is how will it survive into the next gen cards and drivers, especially in light of making newer FLARE and building tiles.
FWIW, I do not see this problem with my many other sims and FPShooters. It’s as if the airbase tiles aren’t optimized or something.
I have a 780Ti and using the latest whql drivers, I get the same framerate stutters near the ground and looking around with trackir unless set the pre rendered frames to 2 haven’t tried the other options as 2 works well. No stutters or framerate drops with these settings.
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I have a 780Ti and using the latest whql drivers, I get the same framerate stutters near the ground and looking around with trackir unless set the pre rendered frames to 2 haven’t tried the other options as 2 works well. No stutters or framerate drops with these settings.
My BMS graphics settings are maxed out, displaying on a 42" LED HDTV with PC inputs running 1920x1080x32. By turning VSYNC off, the stutters are less frequent but still at the airbase, NVG at base and sometimes AAR online. Can’t remember what my frame render is set to. It also matters what the NVidia 3D application settings are.
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I’m glad to hear you guys with super rigs are having frame rate issues. I’ve been getting stutters on departure in the Israel theater and I have a pretty smoking computer…I was a bit worried as to why my performance wasn’t stutter-free.
Well, I’m not glad you are having issues, just that I don’t have some bigger problem with my computer.
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I was struggling with the same FPS issue i tried anything without success, then i had to format the pc and i decided to not merge the old user folder with the new one but just the key file. Well i was surprised that all issues was gone.
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My BMS graphics settings are maxed out, displaying on a 42" LED HDTV with PC inputs running 1920x1080x32. By turning VSYNC off, the stutters are less frequent but still at the airbase, NVG at base and sometimes AAR online. Can’t remember what my frame render is set to. It also matters what the NVidia 3D application settings are.
Hmmmm,
Not having any stuttering issues at all. But, you have maxed gfx setting. Ok, first turn Anistropic filtering “off” or to “application controlled” with your gfx card. Bms has it’s own AF settings. Second, if you have MFAA (morphological anti alasing), turn that off as it has no effect on bms and can slow down your rig for no reason. Next, try turning your AA down. I can run bms @ 24x AA, but it takes a big FPS hit. I use 12x AA. Not significant improvements between 24x and 12x times anyway. If you do not have these settings set, then please do so and see if there is any changes over the airfield.