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Fly the Maddog X SP1 and PBR

 

Leonardo Software has revealed a development update for their Fly The Maddog family.

The upcoming MD-83 and MD-88 variants, which were announced last month have entered advanced beta testing; meanwhile, the company is finalizing the ‘advanced icing’ feature that will be part of both the ‘variants’ and the ‘base’ MD-82, with an update to service pack 1 that will coincide with the MD-83 and MD-88 release.

PBR (Physically Based Rendering) will also be introduced in the new -83/-88 release (and the -82 update) after Lockheed Martin introduced the feature in P3D v4.4.  During the installation process, you will have the option to choose between PBR or NON-PBR models.

Leonardo explained: “We are so excited over this new PBR feature in 4.4 we can’t resist to show you the progress. For those asking comparison between PBR/non-PBR, have a look at the image below. See the metal jet intake, PBR is reflecting the asphalt below and the sky above. And if you are not yet convinced, see how the surrounding environment is reflected on the metal of the fuselage on the Aviaco livery.”

Finally, the company released answers to common questions they have received along with performance tests with PBR implemented.

Do you use dynamic reflections in the preview pictures or not?
Yes. We’ve been doing some performance testing today on the external model, and you can check the results below. Setting ‘Dynamic Reflections’ in P3D options ranges from Off to Ultra, and this affects the quality vs frame penalty ratio of the dynamic rendering, being Off = no PBR (no FPS loss) and Ultra = best visual experience (worst FPS loss).

I assume that current (customer) liveries have to be reworked in a way to work with PBR?
Generally speaking, not for the graphic content of the textures files: the only needed change will be the naming of the texture files to match the new model, and this will be automatically handled by the ‘Liveries Manager’ if you use the automatic livery packs; if manually adding repaints, a simple batch file will perform the needed changes for you. Most of the current repaints already look pretty good with the PBR model; bare metal liveries, as you may imagine, require a different approach instead, to get the most of the new visual engine.

The 4.4 PBR effect looks really nice. Is there any performance penalty or free like bump mapping?
The implementation of the PBR in P3D v4.4 with compliant models does not result in a significant loss in terms of performance, compared to the ‘old’ Dynamic Reflections, actually, it’s even a bit better.

Reference PC is an I7 7700K @4.20Ghz (OC @4.50) with 16Gb DDR4 and 1070Ti.

P3D v4.4 @ 2K resolution. Add-ons: ORBX FTX Global + EU LC + Trees, ActiveSky + ASCA + Envtex + custom PTA profile.
P3D v4.4 set as per screenshots below:

display.jpg

world.jpg

light.jpg

wx.jpg

traffic.jpg

Test 1 – NON-PBR model. Scenery LIET @ park 1 (stock scenery) External view.
Dynamic Reflections Off: average FPS score 95.
Dynamic Reflections Low: average FPS score 88.
Dynamic Reflections Medium: average FPS score 85.
Dynamic Reflections High: average FPS score 83.
Dynamic Reflections Ultra: average FPS score 74.

PBR model:
Dynamic Reflections Off: average FPS score 95.
Dynamic Reflections Low: average FPS score 89.
Dynamic Reflections Medium: average FPS score 85.
Dynamic Reflections High: average FPS score 83.
Dynamic Reflections Ultra: average FPS score 74.

Test 2 – NON-PBR model. Scenery LPPT by MK-Studios @ gate 141. External view.
Dynamic Reflections Off: average FPS score 55.
Dynamic Reflections Low: average FPS score 54.
Dynamic Reflections Medium: average FPS score 53.
Dynamic Reflections High: average FPS score 50.
Dynamic Reflections Ultra: average FPS score 47.

PBR model:
Dynamic Reflections Off: average FPS score 56.
Dynamic Reflections Low: average FPS score 55.
Dynamic Reflections Medium: average FPS score 53.
Dynamic Reflections High: average FPS score 51.
Dynamic Reflections Ultra: average FPS score 48.

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