Turbofan wrote: ↑Tue Sep 26, 2017 4:12 pm
So the question is, does this version have atleast 40 fps without the particle smoke on?
I also wish he would address the viewpoint and connection issues as well, at some point. But progress is good!
Kujo, VNAF, and I spent quite a bit of time last night working with the new smoke. Surprisingly, the particle smoke makes very little difference to frames and we were very amazed by that. Obviously if you had 10+ smoke points it would cause some drop but even a six-ship formation didn't cause any issues talk about.
The particle .png's are totally customizeable, just like the ground tile so being able to actually improve the smoke is very possible. You could in theory make a lower resolution particle and perhaps it would provide better frames?
I sent an e-mail to CaptainYS last night with a variety of bugs. I also requested he restore the F6/F9 view points and perhaps giving us the 2012 netcode in the next release. We'll see. Here is a list of bugs we found.
- Aircraft dnm previews in game during “Choose Airplane” are messed up. Propellers are inside the airplanes, elevators up front, etc. This does not happen in game/flight.
- When using additional F1 cockpit views, it is now hiding parts of the view. This did not happen on previous versions. It appears YSFLIGHT’s view sits inside an invisible “box”, that if you get too close to an object parts of it disappear accordingly.
- The clouds on/off option does not work in Options>Config>Graphics. Clouds are always on regardless of chosen option.
- The new smoke particles “glow” in the night time.
- Considerable frame rate drop when looking at clouds. However, frame rate drop does not happen when looking at smoke. I have tested and confirmed this with several players.
- When in Direct3D, light direction seems to be triggered by moving around the external viewpoint. Let's say you had an external view (F8) and was looking at the tail. As you moved the view left/right it would make the tail go from dark to light shading though the aircraft has not made any directional changes.
- When in Direct3D, when flare or gun hits the ground - everything (ground texture, aircraft, ground objects) all flash white.
- When in Direct3D, player circles no longer feature username or speed differential. Simply only a circle. This is not an issue in OpenGL 1 or 2.