Sydney V2.1 is not compatible or optimised for P3Dv4 HF3

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mwa05
Posts: 8

Sydney V2.1 is not compatible or optimised for P3Dv4 HF3

Post by mwa05 » Sun Jun 20, 2021 5:11 am

Good evening,

I have never written a post like this in more than 20 years of simming however I have to state that you should not be selling Sydney V2.1 as P3Dv4 compatible as it is not.

It’s performance is awful, it has not even seen the P3Dv4 SDK and it has not been beta tested by the 3 beta testers listed in the documentation in that platform.

Because if it had been, they would have reported that the performance was terrible, even with every option ticked off, and at night time the ground is grainy and shimmering especially when using dynamic lights on an aircraft.

Granted some other issues like the trees have been fixed, and even then, they are not in the universal installer, you have to go find the .zip on the forum.

I have read a lot of posts and it seems the principal developer does not have the P3Dv4 SDK or the simulator installed anymore and the answer is to upgrade to v5 (which I have and frankly it is still a beta in v5.2) or use MSFS.

I get all that but then do not sell this product for v4.Or fix it. One or the other. Make it a v5 only or fix it in v4, which is a 64 bit platform, which your stated objective is to be the only platform you develop for (which is why you dropped FSX, fair enough).

But don’t do a hatchet job on v4. Make it compatible or don’t sell it for that platform. Fix it, or remove it from sale as a P3Dv4 product, as it is awful.

I will reinstall v1.2 when I get the time.

Thank you,

Mark
george[flytampa]
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Posts: 3868

Re: Sydney V2.1 is not compatible or optimised for P3Dv4 HF3

Post by george[flytampa] » Sun Jun 20, 2021 10:00 am

The performance in V4 was similar to V5 last time I tested it. You must have a localized problem or a slow vram starved system.

The only incompatibility problems are visual shader issues, especially with transparent objects. This is because V4 doesn't render PBR correctly. We use packages like Substance Painter for texturing and our assets should look the same in Substance as they do ingame. In V4 , the rendering is way off because their PBR implementation its still in development. They are still adjusting the colours and look even in V5.2 but V5 does render MUCH better; V4 does not.

V5 and MSFS both manage to match Substance Painter nicely; V4 on the other hand, rendered pale, had bad memory management and was bug ridden. It looked weak compared to V5+ which is a vastly superior package due to the thousands of extra development hours.
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