• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

NVidia vs AMD: Shader differences


Staff member
FSDevConf team
Resource contributor
Around Christmas last year I made quite some changes to the shaders that ModelConverterX uses to be able to implement the PBR materials. Around that time I also optimized the code of the ModelConverterX preview to have better performance and less memory usage.

This week it turned out that these new shaders did not give consistent results however. It turned out that on some graphics cards not all output was visible in the preview. For example the grid was sometimes missing or in worse cases no model did show at all.

I have tracked this down to differences in how different graphics cards work with the OpenGL shaders. Although they all compiled the shader code fine, the results were not the same. In general it seems NVidia was a bit more tolerant, which results in most items showing there. AMD cards seemed a bit more strict and therefore had more issues.

I have modified my OpenGL and shader code now so that it should work more consistent over different graphics cards. Luckily my new development laptop has both an integrated AMD and a NVidia graphics cards. So at least I can easily test with two different cards.

The current development release of MCX does contain these fixes. But if you still encounter issues with the preview please let me know. I guess some of you must have been having issues for the last two months, but only this week it was reported on the ModelConverterX forum.

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