FSDreamTeam forum

Products Support => Chicago O'Hare V2 for P3D4 => Topic started by: Terblanche on August 23, 2019, 12:37:59 pm

Title: Floating Buildings
Post by: Terblanche on August 23, 2019, 12:37:59 pm
Does anyone else have these 'floating buildings' at the new KORD v2 ...? I've uninstalled ORBX's Meiggs and uninstalled and reinstalled the Libraries as someone suggested on the forums but still there are buildings in midair ......

https://imagizer.imageshack.com/img921/5592/DAloak.jpg (https://imagizer.imageshack.com/img921/5592/DAloak.jpg)
Title: Re: Floating Buildings
Post by: Dimon on August 23, 2019, 01:11:11 pm
Sounds like PBR artifacts to me.
Title: Re: Floating Buildings
Post by: Terblanche on August 23, 2019, 01:19:06 pm
Sounds like PBR artifacts to me.


... my suspicion too.
Title: Re: Floating Buildings
Post by: hjmx on August 23, 2019, 01:19:24 pm
I've got them too. Even some more ... and I guarantee, that there aren't any leftovers from other KORD scenrey because it is a pretty new P3Dv4.5HF installatio.
Title: Re: Floating Buildings
Post by: Terblanche on August 23, 2019, 01:21:42 pm
... and another thing - when I start P3D at the airport then everything is 100% but the moment I fly from another airport to KORD then the buildings do some bird-watching.
Title: Re: Floating Buildings
Post by: Dimon on August 23, 2019, 01:22:39 pm
If these artifacts are true PBR issue, so the sad fact is that it's not fixable. It's LM SDK bug - Aerosoft is aware of it as well as Imaginesim and LatinVFR. The only solution is to wait for 4.6 or whatever it might be. OR to provide non-PBR version like other respected developers did.

Title: Re: Floating Buildings
Post by: Dimon on August 23, 2019, 01:23:48 pm

... and another thing - when I start P3D at the airport then everything is 100% but the moment I fly from another airport to KORD then the buildings do some bird-watching.

If you have ORBX or Vector - do run AEC that is a stand-alone program inside the Vector, it should fix the issue.
Title: Re: Floating Buildings
Post by: Terblanche on August 23, 2019, 01:24:52 pm

... and another thing - when I start P3D at the airport then everything is 100% but the moment I fly from another airport to KORD then the buildings do some bird-watching.

If you have ORBX or Vector - do run AEC that is a stand-alone program inside the Vector, it should fix the issue.

I gave up on FTX Vector LONG time ago ... although it makes your sim looks great when flying VFR there is forever and a day an issue with some scenery that just don't like Vector at all. Hence it's uninstalled on my rig.
Title: Re: Floating Buildings
Post by: jnyanjui on August 23, 2019, 03:02:14 pm
Does anyone else have these 'floating buildings' at the new KORD v2 ...?

Check your scenery library. For some reason I had a duplicate entry for KORD V2 and removing one of them sorted out the floating buildings problem.
Title: Re: Floating Buildings
Post by: p3dx3 on August 23, 2019, 05:50:45 pm
If these artifacts are true PBR issue, so the sad fact is that it's not fixable. It's LM SDK bug - Aerosoft is aware of it as well as Imaginesim and LatinVFR. The only solution is to wait for 4.6 or whatever it might be. OR to provide non-PBR version like other respected developers did.



LatinVFR fixed the floating objects that only happen on arrival in their airports like SCEL with an update. Why can other developers not fix this?
Title: Re: Floating Buildings
Post by: hjmx on August 23, 2019, 06:12:27 pm
If these artifacts are true PBR issue, so the sad fact is that it's not fixable. It's LM SDK bug - Aerosoft is aware of it as well as Imaginesim and LatinVFR. The only solution is to wait for 4.6 or whatever it might be. OR to provide non-PBR version like other respected developers did.


How could it then go through beta? If it is a pure PBR artefact, then all of us should have this issue or not? I hope Umberto chimes in soon.
Title: Re: Floating Buildings
Post by: p3dx3 on August 23, 2019, 06:15:50 pm
If these artifacts are true PBR issue, so the sad fact is that it's not fixable. It's LM SDK bug - Aerosoft is aware of it as well as Imaginesim and LatinVFR. The only solution is to wait for 4.6 or whatever it might be. OR to provide non-PBR version like other respected developers did.


How could it then go through beta? If it is a pure PBR artefact, then all of us should have this issue or not? I hope Umberto chimes in soon.

I reported this bug to many different developers. I think that because it only happens when you start at another airport and fly to the scenery it happens so many testers just load up at KORD and fly somewhere, not finding this bug themselves.
Title: Re: Floating Buildings
Post by: virtuali on August 23, 2019, 06:18:21 pm
How could it then go through beta? If it is a pure PBR artefact, then all of us should have this issue or not? I hope Umberto chimes in soon.

Already done, here:

http://www.fsdreamteam.com/forum/index.php/topic,21582.msg147680.html#msg147680
Title: Re: Floating Buildings
Post by: Dimon on August 23, 2019, 06:20:20 pm
It obviously looks like a PBR ghosting that happens under the same conditions (during the arrrival phase) with Imaginesim WSSS and Aerosoft Canary Islands Airports. Both developers disabled PBR-mode until LM release a fix. FSDT should follow this trend in my opinion
Title: Re: Floating Buildings
Post by: Dimon on August 23, 2019, 06:23:38 pm
How could it then go through beta? If it is a pure PBR artefact, then all of us should have this issue or not? I hope Umberto chimes in soon.

Already done, here:

http://www.fsdreamteam.com/forum/index.php/topic,21582.msg147680.html#msg147680

So what? 4.4 users won't be affected by PBR ghosting, right?

Title: Re: Floating Buildings
Post by: virtuali on August 23, 2019, 06:27:04 pm
It obviously looks like a PBR ghosting that happens under the same conditions (during the arrrival phase) with Imaginesim WSSS and Aerosoft Canary Islands Airports. Both developers disabled PBR-mode until LM release a fix. FSDT should follow this trend in my opinion

No, we won't, and for the obvious reason this is not a scenery that ever had a non-PBR version, one that could run on older simulators. That's the only reason why those developers allowed to "disable" PBR: they already had the FSX (or a non-PBR version for P3D4, derived from FSX) version ready, so it wouldn't be much effort just using it as an alternate installation.

This scenery is a true PBR project, if we wanted to create a non-PBR version, we would have to redo all textures from scratch. LM will fix that WAY sooner than that, so it would all work wasted.
Title: Re: Floating Buildings
Post by: virtuali on August 23, 2019, 06:29:06 pm
So what? 4.4 users won't be affected by PBR ghosting, right?

Yes.

Unfortunately, 4.4 has a bug which HAS been fixed in 4.5, that shows some visual issues with objects using the 2nd UV channel. There's only one scenery out there that use this system, you can easily guess which one is...( all of this was explained in the manual ).
Title: Re: Floating Buildings
Post by: Dom Mason on August 23, 2019, 07:52:55 pm
Hi
I am on P3DV4.4 and i also get floatting buildings. This pretty annoying and i would never had bought Kord V2 if i knew
about this bug.
Umberto, from the previous posts, are you suggesting this is inherent to LM PBR technology and what ever we use, PD3V4.4 or V.4.5,
we will have these floatting buildings ?

Furthermore, i can't find KORD 2 manual. Where is it please.

As usual with FSDT, i was anticipating these news annoyements. To me, FSDT was the best developer ever, but now ?

Please retrieve these buildings. (by the by, i gave up FSX to avoid these bugs and  now it's the same c??**!!??

Disappointed Dom Mason

Title: Re: Floating Buildings
Post by: Dom Mason on August 23, 2019, 07:55:33 pm
Here is the floatting issue on my installation
Dom Mason
Title: Re: Floating Buildings
Post by: nbl1936 on August 23, 2019, 08:25:58 pm
Don,

Do you use ORBX Vector?  If so, run the Vector Airport Elevation Correction utility from the Control Panel within ORBX Vector.  That has been an issue for me - although not this time at KORD - for other airports.

Dave Robinette
NBL1936
Noble Air Chairman
Title: Re: Floating Buildings
Post by: Dom Mason on August 23, 2019, 08:38:46 pm
Hi Dave,

I only use Orbx Global (Vector is a pain in the A**)

Dom
Title: Re: Floating Buildings
Post by: Thunderbolt on August 23, 2019, 09:06:14 pm
Same here ( P3D v4.5) and I don´t have nothing installed.  ie. LatinVFR,ORBX, KCGX,DD,etc.


Thanks for any input.


https://imgur.com/i81Sz02 (https://imgur.com/i81Sz02)

Title: Re: Floating Buildings
Post by: Dom Mason on August 23, 2019, 10:08:27 pm

So we are probably just hostages waiting for Lockheed Martin update ?  ;D
 
Did we miss something ?

Dom




Title: Re: Floating Buildings
Post by: virtuali on August 23, 2019, 10:32:27 pm
I am on P3DV4.4 and i also get floatting buildings.

This is your first report from someone with 4.4 having this issue. Maybe on 4.4 is just less likely to appear. However, it would help if you could post a screenshot of these from up close, to see where they are coming from.

Quote
This pretty annoying and i would never had bought Kord V2 if i knew

And that's why we have a Trial for. But don't worry, LM is fully aware of it, will fix it.
Title: Re: Floating Buildings
Post by: Thunderbolt on August 23, 2019, 11:06:02 pm
And that's why we have a Trial for. But don't worry, LM is fully aware of it, will fix it.

So now LM is the guilty?? What about Flightbeam, LatinVFR, Drzewiecki Design, ORBX? Only your software have floating buildings.

I used the Trial version but the problem did NOT show up in that short time available, otherwise I wouldn't have bought it either.

https://imgur.com/i81Sz02 (https://imgur.com/i81Sz02)

And the biggest laugh of all is that "Umberto/Vitualli, or whoever runs this one man company has never in my experience accepted responsibility for any of the issues. He/she is much better at placing blame then programming quality software.


As Mr ArJuna said above, always placing blame at others.
 



Title: Re: Floating Buildings
Post by: virtuali on August 23, 2019, 11:35:48 pm
So now LM is the guilty?? What about Flightbeam, LatinVFR, Drzewiecki Design, ORBX? Only your software have floating buildings.

That's wrong, first because none of these sceneries are fully PBR from the ground up (DD it's not even 0% PBR, and OrbX said they'll release their first fully PBR scenery shortly).

And if you look at many forums of other developers, it's very well know this is something that requires a fix from LM, look at Aerosoft forum, for example:

https://forum.aerosoft.com/index.php?/topic/145966-objects-in-the-air-at-gclp-sim-wings/

Some of them offered a non-PBR version of the scenery so, if what you said were true, there wasn't any need to do that, wouldn't ?

And, I think I explained quite clearly why we couldn't offer a non-PBR version of KORD: there's just no such thing, since this was started as a PBR-only project 2 years ago, even before knowing if P3D would ever get PBR. Other developers could simply offer the non-PBR version of their textures, simply because they might have an FSX version or a P3D non-PBR version available, but we don't, and we would have to do one from scratch, an useless work, after LM will release the fix.

Quote
And the biggest laugh of all is that "Umberto/Vitualli, or whoever runs this one man company has never in my experience accepted responsibility for any of the issues. He/she is much better at placing blame then programming quality software.  

Wrong, of course.  First, we couldn't reproduce the problem, we only had at T5, so we converted that one into a Simobject, which prevented the issue.  And, we wanted to have most of the scenery using plain .BGL, to fix the loading pauses which were a problem with our previous sceneries, and prove we didn't use Simobject for fun, but only because we couldn't do much with .BGLs in FSX. Now that we don't need to run in FSX anymore, we could stay more clean, but unfortunately, that bug in P3D 4.5 affects *ONLY* objects made as .BGLs.

But that's besides the point. What would be of that useless comment you just made AFTER LM will release the fix ? Would you come here saying "you were right" ?

And it's not this hasn't happened before. Here's a short list of the issue we encountered along the P3D history of updates:

- When P3D 4.0  was released, if a certain number of sceneries using the add-on.xml method was installed, textures started to disappear and go black. We were the first to use that format, which of course the the "native" P3D4 method, yet users complained to us about the problem and, just as you are doing now, said we always blame others.

And guess what, the problem was fixed by LM in 4.1, with no intervention required on our part.

- When P3D 4.1 came out, a bug happened that resulted in the automatic selection of menu entries, as if you pressed the keyboard, even if you didn't. All add-ons using menus, like SODE, FS Passengers, and of course GSX, were affected by this, but since GSX is the most popular of all, users complained to us about the problem and, just as you are doing now, said we always blame others.

And guess what, the problem was fixed by LM in 4.2, with no intervention required on our part.

- When P3D 4.4 came out, there was a bug of corrupted textures in objects using the 2nd UV channel. Nobody knew about this problem except us, because it affected us when working at KORD. It doesn't happen to any other scenery out there, because nobody ever used the 2nd UV channel. Now that KORD is out, users with 4.4 will see this problem, and will likely complain to us, saying we always put blame on others after hearing the explanation (which is also in the manual)

- And guess what, the problem was fixed by LM in 4.5, with no intervention required on our part.
Title: Re: Floating Buildings
Post by: Terblanche on August 23, 2019, 11:41:53 pm
I'm on 4.4 after a lot of issues with 4.5.1 and I'm too tired to fiddle every single time with settings when I just want to fly and not constantly change settings and/or looking for problems in cfg files.
If this is not close enough then I'll do a fly by next time I approach KORD. As stated before, it only happens when you approach KORD from another airport. If you start P3D and depart from KORD then everything is fine.

https://imagizer.imageshack.com/img923/3606/MysLAf.jpg (https://imagizer.imageshack.com/img923/3606/MysLAf.jpg)



Title: Re: Floating Buildings
Post by: fontaine32 on August 23, 2019, 11:54:03 pm
Same here for P3D 4.5.1  https://imgur.com/a/tjYczoW
Title: Re: Floating Buildings
Post by: virtuali on August 23, 2019, 11:56:45 pm
Why nobody if doing what I asked, which is posting a screenshot of these floating objects from very close, so we could at least know what they are coming from ?

And, it's common knowledge this only appeared in 4.5, but it might very well possible that, on 4.4 it's less common, or simply nobody noticed before, because when 4.4 came out, there weren't any PBR sceneries available, let alone sceneries made 100% in PBR.

The only thing sure, LM is fully aware of this, and will fix it.
Title: Re: Floating Buildings
Post by: virtuali on August 24, 2019, 12:03:38 am
I'm asking this because, if all floating object come from the same place, we might be able to temporarily convert it as a Simobject and use that as a temporary solution until the fix from LM will come out.
Title: Re: Floating Buildings
Post by: Martyjr on August 24, 2019, 12:39:41 am
P3Dv45HF1, KORDv2
Floaters, I tried to zoom in (aborted landing ILS04R to get a screenshot).
I do not have Orbx vector.
Short flight KGRR-KORD.

Title: Re: Floating Buildings
Post by: DELTA767 on August 24, 2019, 12:40:48 am
Hello,

There is definitely something wrong with the elevation. Thought is was ORBX.... reverted back to default scenery to confirm. Same problem persists. At about 100ft AGL on final to rwy 10C the aircraft slams into the ground like it if the runway is sloped or something. Just like is hits a wall. I'm also have the floating building issue. Can anyone else confirms this? Thanks!!

DELTA767
Title: Re: Floating Buildings
Post by: virtuali on August 24, 2019, 12:44:53 am
I'll repeat my last question: would be possible to get a screenshot of these floating objects from very close, so we could at least know where they are coming from ?
Title: Re: Floating Buildings
Post by: Martyjr on August 24, 2019, 01:01:37 am
KORDv2 ready for takeoff / floaters (3 screenshots).

Title: Re: Floating Buildings
Post by: Thunderbolt on August 24, 2019, 01:25:34 am
Not true! The new ImagineSim KATL is PBR and it has an option in their ImagineSim Operations Center to explicitly select/deselect PBR textures, deselecting them eliminate the issue (PBR rendering)
Title: Re: Floating Buildings
Post by: virtuali on August 24, 2019, 01:32:38 am
Not true! The new ImagineSim KATL is PBR and it has an option in their ImagineSim Operations Center to explicitly select/deselect PBR textures, deselecting them eliminate the issue (PBR rendering).

What is "not true" ? You just made my point: Some developers could offer non-PBR version of the scenery texture, because their scenery weren't initially made for PBR, they first had a non-PBR version, and then it was later updated to PBR.

KORD V2 was never meant to be a non-PBR product, it started from day one to have everything made in PBR, and nobody ever did non-PBR textures for it, that's why we couldn't offer that option, it would mean redoing all textures from scratch, and by that time, the fix would be already out, making all that work useless, since we don't need an FSX version or a P3D 3 version, which couldn't even done even if we *did* had non-PBR, because we used a lot of other P3D4-only features, like LUA Scripts, 2nd UV channels, etc.

In addition to that, the very fact those developers that HAD a non-PBR version of the scenery, could only offer *that* as a solution solution to the floating objects issue, further proves my point the problem is not the scenery, which is absolutely fine, and can only be fixed by LM, and we know for sure they are working on it.
Title: Re: Floating Buildings
Post by: Beancounter on August 24, 2019, 06:00:01 am
I just wanted to add that I’m on the latest version of 4.5 and I have the same objects floating.  It’s at the end of terminal 5 after I land from another airport. It’s the same objects as posted in the screenshots above.

Thanks
Norm.
Title: Re: Floating Buildings
Post by: virtuali on August 24, 2019, 10:01:56 am
I just wanted to add that I’m on the latest version of 4.5 and I have the same objects floating.  It’s at the end of terminal 5 after I land from another airport. It’s the same objects as posted in the screenshots above.

That's normal, the issue happens even with the latest 4.5.
Title: Re: Floating Buildings
Post by: Terblanche on August 24, 2019, 10:19:28 am
I just wanted to add that I’m on the latest version of 4.5 and I have the same objects floating.  It’s at the end of terminal 5 after I land from another airport. It’s the same objects as posted in the screenshots above.

That's normal, the issue happens even with the latest 4.5.


I love the casual, non-nonchalant "That's normal" comment ... your sense of humor is priceless (and I mean it without sarcasm)
Does the above mentioned photos give you any inclination what, where, why ...? Or do you need more photographs? I'm will to do a fly-by but as you know by now, we need to start at another airport far enough away so that the scenery does not load up on start but I'll get to KORD and take closeup pictures although I think the photos above are pretty clear.
Title: Re: Floating Buildings
Post by: virtuali on August 24, 2019, 10:59:55 am
I love the casual, non-nonchalant "That's normal" comment ... your sense of humor is priceless (and I mean it without sarcasm)

"normal" here, obviously meant:

"a known acknowledged bug that happens with PBR objects only, that LM is aware, and other developers like Aerosoft, also said it cannot be fixed by them and they are waiting for a fix from LM"

But since I already said that so many times, it seemed redundant to repeat it again. Apparently, not.

Quote
Does the above mentioned photos give you any inclination what, where, why ...?

Almost, from the look of it, it seems most of the users posted the same problematic object, which are parts of the Terminal 5. That object is divided in two parts, a main part and a detailed part. The detailed part was already made as a Simobject (we planned to convert it back to .BGL after LM released a fix), because we *did* had issues with it while working on it.

The main part it's made as a .BGL, and we couldn't be able to see it in the air, no matter hard we tried. One of our testers tried with his laptop, which has a weaker GPU and, after many tries, he could finally see that part floating in the air.

So, we converted that part to Simobject and removed it from the .BGL, and the fix is ALREADY ON LIVE UPDATE NOW, it would be useful to get some feedback about it.
Title: Re: Floating Buildings
Post by: DELTA767 on August 24, 2019, 11:12:20 am
Hello, does this update fix the elevation issue at the runway threshold. All aircraft seem to bounce at 150AGL above all runway thresholds. Really annoying. Wondering if anyone can confirm this. Seems to be a big gap on the glidepath where it goes from 150ft to level ground instantly. Thanks!!
Title: Re: Floating Buildings
Post by: virtuali on August 24, 2019, 11:42:15 am
Hello, does this update fix the elevation issue at the runway threshold. All aircraft seem to bounce at 150AGL above all runway thresholds. Really annoying. Wondering if anyone can confirm this. Seems to be a big gap on the glidepath where it goes from 150ft to level ground instantly.

Nobody else except you reported this, and I couldn't reproduce it. Do you have other sceneries installed that might affect elevation in this area ?

Also, check your Mesh resolution setting, the scenery comes with its own high res mesh at 1mt/pixel so, if you want to see the proper detail, your resolution slider should be set to that level, which is the maximum amount.
Title: Re: Floating Buildings
Post by: robin2773 on August 24, 2019, 01:20:22 pm
Hello,
here are some pictures of the issues that I encountered : https://imgur.com/a/PMlUSqb

Hope this helps,
Robin.
Title: Re: Floating Buildings
Post by: virtuali on August 24, 2019, 01:24:20 pm
Have you already installed the update we published this morning ? That is supposed to fix the flying T5.

The LOD is intentionally made like this so it's not really a problem of the scenery, and it's expected that very wide FOV will result in details disappearing.

Which resolution you use ? If you use a not so high resolution, but very wide FOV, that's the worse possible situation, we tuned LOD levels assuming those that need to use a wide LOD are also using large ultrawide screens.

I do have an ultrawide screen, so I must use the widest 0.30 zoom level if I want to see the VC realistically in full screen mode, see how the LOD levels looks like in this case:

lowest LOD = no vehicles at all
http://www.fsdreamteam.com/images/2019-8-24_13-30-20-340.jpg (http://www.fsdreamteam.com/images/2019-8-24_13-30-20-340.jpg)

intermediate LOD = few vehicles
http://www.fsdreamteam.com/images/2019-8-24_13-30-25-159.jpg (http://www.fsdreamteam.com/images/2019-8-24_13-30-25-159.jpg)

highest LOD = all vehicles and details
http://www.fsdreamteam.com/images/2019-8-24_13-30-32-876 (http://www.fsdreamteam.com/images/2019-8-24_13-30-32-876)


This is how they look like at 2160x1440 res, using zoom 0.70, which is usually considered to be the most realistic setting in 16:9 resolution:

LOW
http://www.fsdreamteam.com/images/2019-8-24_13-37-52-934.jpg (http://www.fsdreamteam.com/images/2019-8-24_13-37-52-934.jpg)

MEDIUM
http://www.fsdreamteam.com/images/2019-8-24_13-38-2-463.jpg (http://www.fsdreamteam.com/images/2019-8-24_13-38-2-463.jpg)

HIGH
http://www.fsdreamteam.com/images/2019-8-24_13-38-20-946.jpg (http://www.fsdreamteam.com/images/2019-8-24_13-38-20-946.jpg)

Basically, the lower the resolution, the more the LOD seems to be aggressive (they are always the same in the scenery), and this is also combined with the zoom level, which we always tune for 0.70. The goal here was trying to prevent loading too much detail for terminals you are not located on.
Title: Re: Floating Buildings
Post by: Dom Mason on August 24, 2019, 01:55:49 pm
Umberto

I can't activate Check live update

theres a black screen with this message
" The remote server returned invalid data"

Dom Mason
Title: Re: Floating Buildings
Post by: virtuali on August 24, 2019, 01:59:57 pm
I can't activate Check live update theres a black screen with this message " The remote server returned invalid data"

Even if you run the Live Update outside the simulator, with the sim closed ? Which you must do it anyway, since there are some .BGL that have been changed, and it's not usually possible to update a .BGL while the sim is running, and also a new Simobject has been added, which also requires a simulator restart.

Basically, the only updates that can be safely done from within the sim, are GSX code updates, since they are entirely external and unknown to the sim (they are programs that runs inside the Couatl engine), so the simulator won't try to lock them.
Title: Re: Floating Buildings
Post by: Terblanche on August 24, 2019, 02:01:37 pm
Have you already installed the update we published this morning ? That is supposed to fix the flying T5.

Basically, the lower the resolution, the more the LOD seems to be aggressive (they are always the same in the scenery), and this is also combined with the zoom level, which we always tune for 0.70. The goal here was trying to prevent loading too much detail for terminals you are not located on.


After the latest update via FSDT Live Update it seems to have fixed the 'problem' and on the same flight (KATL/KBOS), same weather as last night, and doing a low flypast, there were no buildings floating anywhere. Great job for solving this!!

Now that this is sorted out .... any reason why the stuttering (pauses) are so frequent over this scenery?? It's terrible and worse than anywhere else (including EGLL, EDDF, KBOS, or KSFO). Throwing all sliders to the left make NO difference at all ... it pauses, and stutters ... although the FPS are good and only drops when it stutters. What is so desperately trying to load in the background?? The above mentioned flight took off from KATL and there are almost NO stutters even with AI and thunderstorm clouds all over the place but once you arrived at Chicago it be.. be.. becomes a sc... sce.. scene... scenery slide... show while FPS are locked at 35

My rig: i7 7700 @ 4.2 with 32GB RAM on a GTX1080Ti with settings mode=3840x2160x32 on a 4K monitor



Title: Re: Floating Buildings
Post by: virtuali on August 24, 2019, 02:14:15 pm
After the latest update via FSDT Live Update it seems to have fixed the 'problem' and on the same flight (KATL/KBOS), same weather as last night, and doing a low flypast, there were no buildings floating anywhere. Great job for solving this!!

Thank you for your report. Now I'm sorry but, I cannot resist from saying:

Couatl engine to the rescue, again!

Because, what really happened here is:

- People didn't like the fact all our sceneries were mostly made as Simobjects, because this caused long pauses when the scenery loaded. We always explained (and of course it was true), we required them to be like this, because the .BGL file format prevented us from doing any interactivity, and we could sidestep some of the simulator issues by using Simobjects.

- Since the .BGL format in P3D4 is way more interactive (allowing LUA scripting, for example) and there are no problems anymore with ground polygon layers, we decided to do O'Hare using mostly the standard .BGL format, which would reduce loading pauses, since the scenery would load in the background in multi-threading, and this scenery didn't had to keep the baggage of having to run in FSX too.

- The "floating objects bug" affects only objects in .BGL. We could seen the T5 details flying in our testing, so we already released that one as a Simobject. We could never reproduce the floating main T5 terminal body ( I still can't, on *both* my systems, a PC and a Laptop ).

- We fixed this by converting the main T5 body into a Simobject too, giving the responsibility of its creation back to the Couatl engine...


Quote
Now that this is sorted out .... any reason why the stuttering (pauses) are so frequent over this scenery?? It's terrible and worse than anywhere else (including EGLL, EDDF, KBOS, or KSFO). Throwing all sliders to the left make NO difference at all ... it pauses, and stutters ... although the FPS are good and only drops when it stutters. What is so desperately trying to load in the background??

I don't have any stuttering, the only pause I can see, is when GSX jetways are loaded, about 7.5 NM out, which we increased over the normal GSX default, for the precise reason to move the loading pause away from the final approach phase.

Check your VRAM usage with the default Performance monitor in the Task Manager, under the GPU page, and see how much free VRAM you have. Also, do you see the VRAM usage going up/down in spike when you see stuttering ?

And, do you see black textures coming in and out ? That's the simulator aggressively trying to save texture memory, by trashing all textures he thinks they are no longer required.
Title: Re: Floating Buildings
Post by: Terblanche on August 24, 2019, 02:36:25 pm

I don't have any stuttering, the only pause I can see, is when GSX jetways are loaded, about 7.5 NM out, which we increased over the normal GSX default, for the precise reason to move the loading pause away from the final approach phase.

Check your VRAM usage with the default Performance monitor in the Task Manager, under the GPU page, and see how much free VRAM you have. Also, do you see the VRAM usage going up/down in spike when you see stuttering ?

And, do you see black textures coming in and out ? That's the simulator aggressively trying to save texture memory, by trashing all textures he thinks they are no longer required.

I've checked that on my last flight ... the 1080Ti is running cool as a breeze and fluctuate between 10% and 20% VRAM used. The CPU runs high but that's normal for P3D and here is the funny thing >>>> there is a stutter and only THEN does it spike and then another stutter and then back to normal
Because of the massive Chicago area there are as suspected some loading issues but nothing less or more than say San Francisco for example where there is also some [micro]pauses but not nearly as many as Chicago. NO I haven't seen "black textures" ...
Could also be that the whole area (like Toronto and London) is just $hitty optimised and even with vanilla default scenery the performance fall to a decimal.

Title: Re: Floating Buildings
Post by: virtuali on August 24, 2019, 02:57:12 pm
I've checked that on my last flight ... the 1080Ti is running cool as a breeze and fluctuate between 10% and 20% VRAM used.

This is weird in a different way. It seems a bit low. Is as if the simulator or the driver, doesn't even try to use all your VRAM. I have a 1080Ti too, and while sitting on runway 10C at KORD, I have the following figures, with DD Chicago City X installed too and sitting on 10C, I can see the detailed Chicago Skyline in the background.

- With a default aircraft and 0% AI, I have 5.5 GB out of 11.0GB of VRAM used, with GPU utilization at 55% and CPU utilization at 30%

- With a default aircraft and 100% AI from UT Live, I have 5.6 GB out of 11.0GB of VRAM used, with GPU utilization at 39% and and CPU utilization at 30%

- With a PMDG 747-400 and no AI, I have 6.4 GB out of 11.0GB of VRAM used, with GPU utilization at 44% and and CPU utilization at 30%

- With a PMDG 747-400 and 100% AI from UT Live, I have 6.4 GB out of 11.0GB of VRAM used, with GPU utilization at 32% and and CPU utilization at 30%

What might seem to be odd, that with full AI traffic, the GPU is less occupied than with no traffic, might possibly be explained with this: when the system is less taxed by other stuff, like AI, the GPU is free to do more of its own stuff, like running Shaders, so it's being used more.

In general, is healthy to have a medium-high GPU utilization, it means the graphic products you are using DO take advantage of the GPU, and a fully PBR scenery like this surely will. It's just important you don't get in a situation the GPU is *too* stressed out. If the usage is higher than 90%, you'll probably know it's time to lower your settings.

But you also don't want it to be too low either, because it means the application is not taking much advantage of the GPU, so it all fall back on the CPU. Which seems confirmed in your case, since you have a much lower GPU utilization compared to mine, but a much higher CPU utilization.

Have you maybe tweaked something in the AffinityMask settings ? I have everything default, and I disabled HT in the BIOS, which seems to be the best choice for P3D4, especially when stuttering is concerned.
Title: Re: Floating Buildings
Post by: Terblanche on August 24, 2019, 03:31:56 pm
I try my best to stay away as far as possible from any tweaks although the FFTF (0.15) does have a positive influence on performance and I haven't had any problems with it at any other scenery. Since FSX I don't see any reason to use AffinityMask except if you love the blurries.
The scenery for Chicago has ORBX Global, ORBX USA_LC, ORBX trees and ORBX new buildings.
My UT_LIVE is on 70%

I'll make a more detailed notes when I fly into KORD next time because after doing almost 10 flights to and from KORD to try and fix the floating buildings, I need a break and fly somewhere else for a while.
 ;D




Title: Re: Floating Buildings
Post by: virtuali on August 24, 2019, 03:46:15 pm
I try my best to stay away as far as possible from any tweaks although the FFTF (0.15) does have a positive influence on performance and I haven't had any problems with it at any other scenery.

Yes, it's true that it increases fps, but the side effect is that, the more you lower it down, the more the stuttering increases. Try removing the tweak altogether, and see if you have any difference.
Title: Re: Floating Buildings
Post by: Terblanche on August 24, 2019, 06:00:33 pm
I try my best to stay away as far as possible from any tweaks although the FFTF (0.15) does have a positive influence on performance and I haven't had any problems with it at any other scenery.

Yes, it's true that it increases fps, but the side effect is that, the more you lower it down, the more the stuttering increases. Try removing the tweak altogether, and see if you have any difference.

Okay, I've deleted it and did a flight from KBUF/KORD and sorry to say the stuttering is still there and maybe my imagination but it's worse.
Here is what I saw on GPU/CPU performance:
1. 30nm from KORD: CPU = 84% and GPU = 44% {VRAM=2.8/11}
2. 15nm from KORD: CPU = 84% and GPU = 51% {VRAM=3.0/11}
3. 10nm from KORD: CPU = 85% and GPU = 51% {VRAM=3.5/11} >>> lot's of pauses
4. 5nm  from  KORD: CPU = 88% and GPU = 51% {VRAM=3.5/11} >>> even more pauses until touch down and then nothing!

Obviously for some reason, my setup does not utilise the GPU as it should and I have no idea how to change it.

Title: Re: Floating Buildings
Post by: virtuali on August 24, 2019, 06:33:05 pm
Do you have something like OrbX Vector ? That is known to increase CPU utilization a lot and, from my test, it seems the more the CPU is occupied, the less the GPU can do its job, which in fact makes sense.
Title: Re: Floating Buildings
Post by: farman on August 24, 2019, 06:45:27 pm
Hi,
  me too.
Title: Re: Floating Buildings
Post by: Beancounter on August 24, 2019, 08:48:49 pm
I just wanted to come back in to report I've done a flight in from KATL and all good for me as well, no floating buildings at T5.  Thanks for doing the temporary fix until LM releases the P3D4 fix.  I'm enjoying the work you've put into the project.  It's well worth it for me.  Happy customer.  Life is too short to get all up in arms about small things like software in the end a little patience yields results.

Thanks
Norm.
Title: Re: Floating Buildings
Post by: Terblanche on August 24, 2019, 11:09:22 pm
Do you have something like OrbX Vector ? That is known to increase CPU utilization a lot and, from my test, it seems the more the CPU is occupied, the less the GPU can do its job, which in fact makes sense.


I gave up on Vector long time ago. I'm simply too old, too tired, to constantly have to twiddle and fuzz about Vector and Scenery that disappears into a ditch or trench. It's a nice to have when you fly only VFR and mainly ORBX remote rural airports. For the rest it has become a pain in the hindquarters. Therefore - no VECTOR on my rig.
Just did a flight LYBE/EDDF and except for the 'normal' P3D micro-pauses from time to time it's nothing in comparison to Chicago with only a slight drop in FPS on short finals at EDDF. For all intents and purposes absolutely smooth. Surely if it is my rig and/or setup then the stutters should be everywhere especially with the same aircraft, over dense scenery, with all the bells and whistles of AI, weather, and the full nine yards of plugins.
Title: Re: Floating Buildings
Post by: B777ER on August 25, 2019, 03:20:15 am
There is definitely something wrong with the elevation. Thought is was ORBX.... reverted back to default scenery to confirm. Same problem persists. At about 100ft AGL on final to rwy 10C the aircraft slams into the ground like it if the runway is sloped or something. Just like is hits a wall.

Had this on my first and only landing here on 10C as well. 
Title: Re: Floating Buildings
Post by: B777ER on August 25, 2019, 03:24:32 am
Hello, does this update fix the elevation issue at the runway threshold. All aircraft seem to bounce at 150AGL above all runway thresholds. Really annoying. Wondering if anyone can confirm this. Seems to be a big gap on the glidepath where it goes from 150ft to level ground instantly.

Nobody else except you reported this, and I couldn't reproduce it. Do you have other sceneries installed that might affect elevation in this area ?

Also, check your Mesh resolution setting, the scenery comes with its own high res mesh at 1mt/pixel so, if you want to see the proper detail, your resolution slider should be set to that level, which is the maximum amount.


Happened to me on 10C. Mesh set to 1m.
Title: Re: Floating Buildings
Post by: farman on August 25, 2019, 03:54:16 pm
Hi, just installed the last FSDT Update, the floating buildings has vanished.
     Fulvio