(V1.1)
Livery for the WT/Asobo Cirrus SR22T G6 in Titan Grey/Sterling Silver, in the 2020 Carbon variation. Based upon "N715SV".
Installation:
- Place the "livery-zb-sr22t-n715sv" file in your Community folder.
Please note, this requires the SU14 Beta SR22T, and is not compatible with the older SR22 G2.
5 months ago
SF27
5 months ago
5 months ago
ZachB
ryanbatc
Why would someone need to load the graphics memory with useless information? If you have a sphere that is simply blue (0.0.255) why would you want a 8K texture filled with 64 millions of Blue (0.0.255) pixels?? Why not a single blue pixel?
The reason MSFS is using decals is precisely to put details where they are needed and keep performance as high as possible.
And I am talking about albedo textures here no baked lighting or anything. And also one might argue about pane lines but those are simply upscaled low rez lines showing their huge mega sisz aliased curves on a hogging 8K silly texture.
It's absurd.
You might squeeze some detail in one or two textures on some panel lines but it simple not justified in the end the performance penalty (I have 32GB and 4080 so not really a potato system problem).
For example. You have your airframe decals at 2048x2048 resolution... 2K but you have CIRRUS_SR22_EXTERIOR_DOOR_01_ALBD.PNG or CIRRUS_SR22_EXTERIOR_DOOR_02_ALBD.PNG at 8192x8192 8k ... Why???? The first texture has actual details that are at low resolution and the second is just some paint!!! Two colors! The edges between the color are NOT used as they are not visible or relevant.
And I make this post as a constructive criticism because I see a lot of texture artists not giving a damn about it and just pushing textures like this in the hope bigger numbers means better or simply not understanding how things works which is worse.
5 months ago
5 months ago
ryanbatc
zaelu