P3D v5.3 HF2 | No haze/atmo (again)
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P3D v5.3 HF2 | No haze/atmo (again)
Hi,
after updating (client only) to HF2 I have the issue of the missing haze and unlimited visibility again.
Anyone else?
(EA off, no Shader mods)
after updating (client only) to HF2 I have the issue of the missing haze and unlimited visibility again.
Anyone else?
(EA off, no Shader mods)
Re: P3D v5.3 HF2 | No haze/atmo (again)
Yes i saw that today as well using P3D updated to the latest HF and Active Sky which was also updated.
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Re: P3D v5.3 HF2 | No haze/atmo (again)
Same issue here I didn't have this in the last update hopefully they can do a quick fix
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Re: P3D v5.3 HF2 | No haze/atmo (again)
Forgot to mention, I'm also using ActiveSky.
Re: P3D v5.3 HF2 | No haze/atmo (again)
Do you use HiFi ASP3D it's "maximum upper visibility" setting 199 or 200?
Marcus P
Windows 10 Home 21H1
Build 19043.1586
Feature Exp. Pack 120.2212.4170.0
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Windows 10 Home 21H1
Build 19043.1586
Feature Exp. Pack 120.2212.4170.0
i9 10900K @ 5.0 Ghz | HT OFF | 1.32V
Mainboard ASUS ROG Maximus XII Formula Z490
32 GB RAM 3600 Mhz
RTX 3090 24GB
32" Samsung UHD Monitor
HP Reverb G2 VR HMD | Steam VR
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Re: P3D v5.3 HF2 | No haze/atmo (again)
I can also confirm that with EA off it appears how it did previously before the fix.
Re: P3D v5.3 HF2 | No haze/atmo (again)
HF1 seemed to "haze away" stars at night so they fixed this in HF2. Unfortunately that removed haze at day time as well (at least when flying high or whatsoever). The following fix (actually it's a hack) blends the new and the old behavior so you have stars at night and haze at day.
Change ShadersHLSL\FuncLibrary.fxh at around line 512. It should look like this
For cut and paste
Clear shaders and that's it. Don't blame me for problems.
Change ShadersHLSL\FuncLibrary.fxh at around line 512. It should look like this
For cut and paste
Code: Select all
// #if !defined(SHD_ENHANCED_ATMOSPHERICS_BLEND) && !defined(SHD_TO_FAR_CLIP) && !defined(SHD_SKY_STARS)
#if !defined(SHD_ENHANCED_ATMOSPHERICS_BLEND) && !defined(SHD_TO_FAR_CLIP)
float distanceFogTrans = min(transmittance, CalculateExponentialFogBlend(distanceSq, cb_View.mFogDensity));
#if defined(SHD_SKY_STARS)
distanceFogTrans *= (1 - pow(cb_mDayNightInterpolant, 2));
#endif
fogInscatter += cb_View.mFogColor.rgb * distanceFogTrans;
transmittance = saturate(transmittance - distanceFogTrans);
#endif
Re: P3D v5.3 HF2 | No haze/atmo (again)
From the version history:
"[01/19/22] Changed Maximum upper visibility option default to 200 miles vs. 199 miles based on latest feedback – Use less than 200 miles if you prefer lower visibility (more atmospheric haze) at higher altitudes"
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Re: P3D v5.3 HF2 | No haze/atmo (again)
In AS v8054 I don't see the option of adjusting upper maximum visibility, looks like it has been removed once again.
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- Joined: Thu Jul 16, 2020 9:05 pm
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- Posts: 57
- Joined: Thu Jul 16, 2020 9:05 pm
Re: P3D v5.3 HF2 | No haze/atmo (again)
Strange, the opposite is the case. I get no haze when it's set to 199. Hence my post here.
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Re: P3D v5.3 HF2 | No haze/atmo (again)
Wow, thanks man!hotbso wrote: ↑Fri Jan 21, 2022 1:26 pm HF1 seemed to "haze away" stars at night so they fixed this in HF2. Unfortunately that removed haze at day time as well (at least when flying high or whatsoever). The following fix (actually it's a hack) blends the new and the old behavior so you have stars at night and haze at day.
Change ShadersHLSL\FuncLibrary.fxh at around line 512. It should look like this
Clear shaders and that's it. Don't blame me for problems.
Does the trick for me (even better with Envshade activated).
Still hoping for an official fix though....
Cheers
Re: P3D v5.3 HF2 | No haze/atmo (again)
Mine looks like this and starts at line 504. When I changed it to what was listed above I no longer had preview aircraft.
#if !defined(SHD_ENHANCED_ATMOSPHERICS_BLEND) && !defined(SHD_TO_FAR_CLIP) && !defined(SHD_SKY_STARS)
const float distanceFogTrans = min(transmittance, CalculateExponentialFogBlend(distanceSq, cb_View.mFogDensity));
fogInscatter += cb_View.mFogColor.rgb * distanceFogTrans;
transmittance = saturate(transmittance - distanceFogTrans);
#endif
return float4(fogInscatter, transmittance);
}
#if !defined(SHD_ENHANCED_ATMOSPHERICS_BLEND) && !defined(SHD_TO_FAR_CLIP) && !defined(SHD_SKY_STARS)
const float distanceFogTrans = min(transmittance, CalculateExponentialFogBlend(distanceSq, cb_View.mFogDensity));
fogInscatter += cb_View.mFogColor.rgb * distanceFogTrans;
transmittance = saturate(transmittance - distanceFogTrans);
#endif
return float4(fogInscatter, transmittance);
}