Do you prefer SOL or PURE August 2022

hi everyone, everything is in the question, at the moment August 22 now, do you prefer SOL or PURE with skydrome without mentioning PP Filter. Sol is more realistic ?Less color , clearer

I have the impression that the colors of pure are darker, too many clouds breaking the immersion, with purple colors as well

thank you for your comeback
 
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if it ain’t broken, don’t fix it.
I’m only moving when something is going wrong, like I did have the black sky error that did move me to an higher CSP an SOL. Which btw eventually was caused by something complete different then CSP/SOL.

just my 2 cents remark inhere.
 
Just to throw in some details:

There are 2 major differences to Sol.

Pure has a complete different lighting.
In Sol and every other weather script, lights (CSP car and track lights) must be adapted to the day times. Because the daylight in AC does not realy differs to night. So if lights are not shutoff while day, they are visible and lit the landscape like in the night, because the sunlight and the ambient light are way to low. Thats because of the seemless integration of lights in AC. They were just added to the simple lighting model of AC.
But if sun and ambient light is much stronger at day (like 10 times of the original values), those additional lights became weaker by the contrast to the "real" world light. And therefore all those adaptions to the CSP lights don't need to be done.
Further, the lights in tunnels work also by default, because CSP lights are not touched.

Due to the much better autoexposure algorithms in Pure, it finally works like it should. Typical eye and camera behaviors, when reacting to low or bright light, can be now simulated properly.
Also by this new algorithms, the autoexposure is not fluctuating while looking around in the car (this is finalized with the upcomming Pure dev preview).

Pure has a much better code
As i'm the developer of both, i'm not realy proud of the way i coded Sol.
In LUA, which is the base of the weatherFX scripts, memory allocations can be slow down the system. If many memory is allocated in every new frame, it must be cleaned after some time. This takes much time and slows down the CPU. In Sol, massive allocation happens within a frame - i didn't know to do it better.

In Pure i allocate nearly no new memory while a frame. All memory is reused, if possible. That speed up the execution of Pure tremendously.
It has so much speed more, i was even able to remove the "rare update" cylcles. A rare update logic just updates things after certain frames, or if it is needed. BUT this will lead to very different frame times.
So in Sol you will have short frames and long frames. This leads to a microstutter like behavior.
In Pure the frame times are nearly equal, because i do not a single rare update in it. In every frame the whole "world" (lighting and other stuff like clouds) is calculated.

Just open the "Render Stats CSP" app and look at the CPU chart. You will see the difference (CPU spikes in Sol, smooth CPU in Pure) and you will clearly feel the difference when driving, esp in corners.

Sure therefore the FPS of Pure seems a little lower, BUT the FPS in Sol are just higher, because of the averaging of those many short frames and less long frames.

There are many other things which Pure makes better
- usage of high res skydomes (static but nice skies, which brings many fps back). They can produce moving cloud shadows, which causing nearly no fps loss.
- autoexposure with deactivated post-processing
- better VR support
- better fog engine (6 fog layers)
- LUA apps (Pure Config, Pure Planner). By using LUA apps, the communication between the weather script and the app happens in frame time. Therfore the changes made in the app are instantly visible.
- Color reproduction is much better.


Hope this is not to long and tiring. But Pure is not just like a new Sol. It addresses and solves many problems of AC, CSP and Sol.

best regards,
Peter
 
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if it ain’t broken, don’t fix it.
I’m only moving when something is going wrong, like I did have the black sky error that did move me to an higher CSP an SOL. Which btw eventually was caused by something complete different then CSP/SOL.

just my 2 cents remark inhere.
Black Sky just means your CSP version is not compatible and needs to be updated. The weatherFX execution will halt, if an error occurs. So with an outdated CSP, the code will stop early and so the sky is not drawn. Thats all.
 
Just to throw in some details:

There are 2 major differences to Sol.

Pure has a complete different lighting.
In Sol and every other weather script, lights (CSP car and track lights) must be adapted to the day times. Because the daylight in AC does not realy differs to night. So if lights are not shutoff while day, they are visible and lit the landscape like in the night, because the sunlight and the ambient light are way to low. Thats because of the seemless integration of lights in AC. They were just added to the simple lighting model of AC.
But if sun and ambient light is much stronger at day (like 10 times of the original values), those additional lights became weaker by the contrast to the "real" world light. And therefore all those adaptions to the CSP lights don't need to be done.
Further, the lights in tunnels work also by default, because CSP lights are not touched.

Due to the much better autoexposure algorithms in Pure, it finally works like it should. Typical eye and camera behaviors, when reacting to low or bright light, can be now simulated properly.
Also by this new algorithms, the autoexposure is not fluctuating while looking around in the car (this is finalized with the upcomming Pure dev preview).

Pure has a much better code
As i'm the developer of both, i'm not realy proud of the way i coded Sol.
In LUA, which is the base of the weatherFX scripts, memory allocations can be slow down the system. If many memory is allocated in every new frame, it must be cleaned after some time. This takes much time and slows down the CPU. In Sol, massive allocation happens within a frame - i didn't new better.

In Pure i allocate nearly no new memory while a frame. All memory is reused, if possible. That speed up the execution of Pure tremendously.
It has so much speed more, i was even able to remove the "rare update" cylcles. A rare update logic just updates things after certain frames, or if it is needed. BUT this will lead to very different frame times.
So in Sol you will have short frames and long frames. This leads to a microstutter like behavior.
In Pure the frame times are nearly equal, because i do not a single rare update in it. In every frame the whole "world" (lighting and other stuff like clouds) is calculated.

Just open the "Render Stats CSP" app and look at the CPU chart. You will see the difference (CPU spikes in Sol, smooth CPU in Pure) and you will clearly feel the difference when driving, esp in corners.

Sure therefore the FPS of Pure seems a little lower, BUT the FPS in Sol are just higher, because of the averaging of those many short frames and less long frames.

There are many other things which Pure makes better
- usage of high res skydomes (static but nice skies, which brings many fps back). They can produce moving cloud shadows, which causing nearly no fps loss.
- autoexposure with deactivated post-processing
- better VR support
- better fog engine (6 fog layers)
- LUA apps (Pure Config, Pure Planner). By using LUA apps, the communication between the weather script and the app happens in frame time. Therfore the changes made in the app are instantly visible.
- Color reproduction is much better.


Hope this is not to long and tiring. But Pure is not just like a new Sol. It addresses and solves many problems of AC, CSP and Sol.

best regards,
Peter
thank you for this great and beautiful answer! not long but qualitative like the job behind, at the moment I ride in pure with like pp filter "pure" best ppfilter.
We're waiting impatiently thunder with lightning I imagine! good job anyway

sportingly
 
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Black Sky just means your CSP version is not compatible and needs to be updated. The weatherFX execution will halt, if an error occurs. So with an outdated CSP, the code will stop early and so the sky is not drawn. Thats all.
I have seen all the videos about black sky and the message “you have to update to an higher CSP version”. Only in my case It did not showing that update message. But eventually I did go for the (at that time last version) SOL and CSP update hopefully the black sky was gone. But it still was a black sky, if not directly then after a couple of minutes. Bad mods maybe, nope because running everything on kunos track/car and swapping mods back, still black sky.

I believe It was absolutely not an CSP/SOL cooperation problem but something else. For readers with the same black sky problem and using the last SOL/CSP, the solution can be found here at RD, if doing a search as I did. Only after executing the suggestion a member published here, the black sky was gone.

Right now I’m satisfied in finally getting the right adjustments in CM and the game is running beautiful and perfect.
 
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I have seen all the videos about black sky and the message “you have to update to an higher CSP version”. Only in my case It did not showing that update message. But eventually I did go for the (at that time last version) SOL and CSP update hopefully the black sky was gone. But it still was a black sky, if not directly then after a couple of minutes. Bad mods maybe, nope because running everything on kunos track/car and swapping mods back, still black sky.

I believe It was absolutely not an CSP/SOL cooperation problem but something else. For readers with the same black sky problem and using the last SOL/CSP, the solution can be found here at RD, if doing a search as I did. Only after executing the suggestion a member published here, the black sky was gone.

Right now I’m satisfied in finally getting the right adjustments in CM and the game is running beautiful and perfect.
If Pure has its public release, you can test it for free. "Perfect" is not a thing i would use with Sol after Pure has now reached a state, where it tops Sol in most departments.
 
Just to throw in some details:

There are 2 major differences to Sol.

Pure has a complete different lighting.
In Sol and every other weather script, lights (CSP car and track lights) must be adapted to the day times. Because the daylight in AC does not realy differs to night. So if lights are not shutoff while day, they are visible and lit the landscape like in the night, because the sunlight and the ambient light are way to low. Thats because of the seemless integration of lights in AC. They were just added to the simple lighting model of AC.
But if sun and ambient light is much stronger at day (like 10 times of the original values), those additional lights became weaker by the contrast to the "real" world light. And therefore all those adaptions to the CSP lights don't need to be done.
Further, the lights in tunnels work also by default, because CSP lights are not touched.

Due to the much better autoexposure algorithms in Pure, it finally works like it should. Typical eye and camera behaviors, when reacting to low or bright light, can be now simulated properly.
Also by this new algorithms, the autoexposure is not fluctuating while looking around in the car (this is finalized with the upcomming Pure dev preview).

Pure has a much better code
As i'm the developer of both, i'm not realy proud of the way i coded Sol.
In LUA, which is the base of the weatherFX scripts, memory allocations can be slow down the system. If many memory is allocated in every new frame, it must be cleaned after some time. This takes much time and slows down the CPU. In Sol, massive allocation happens within a frame - i didn't know to do it better.

In Pure i allocate nearly no new memory while a frame. All memory is reused, if possible. That speed up the execution of Pure tremendously.
It has so much speed more, i was even able to remove the "rare update" cylcles. A rare update logic just updates things after certain frames, or if it is needed. BUT this will lead to very different frame times.
So in Sol you will have short frames and long frames. This leads to a microstutter like behavior.
In Pure the frame times are nearly equal, because i do not a single rare update in it. In every frame the whole "world" (lighting and other stuff like clouds) is calculated.

Just open the "Render Stats CSP" app and look at the CPU chart. You will see the difference (CPU spikes in Sol, smooth CPU in Pure) and you will clearly feel the difference when driving, esp in corners.

Sure therefore the FPS of Pure seems a little lower, BUT the FPS in Sol are just higher, because of the averaging of those many short frames and less long frames.

There are many other things which Pure makes better
- usage of high res skydomes (static but nice skies, which brings many fps back). They can produce moving cloud shadows, which causing nearly no fps loss.
- autoexposure with deactivated post-processing
- better VR support
- better fog engine (6 fog layers)
- LUA apps (Pure Config, Pure Planner). By using LUA apps, the communication between the weather script and the app happens in frame time. Therfore the changes made in the app are instantly visible.
- Color reproduction is much better.


Hope this is not to long and tiring. But Pure is not just like a new Sol. It addresses and solves many problems of AC, CSP and Sol.

best regards,
Peter

Hi Peter,
You mentioned better VR support, which is what I'm trying to figure out right now... I recently added a few things to my AC install to try, including Pure, and it all seems to have broken my whole AC experience. Especially now that I'm trying to run Singapore at night. The biggest issue I'm having is with my head set on, the sky flickers black to light blue. And if I close one eye the sky looks dark/night time, but if I close my other eye, I get day time sky. Without having my headset on, if I take and turn the headset to the left, the sky in image on the monitor turns to night time, if I rotate it to the right it goes to day time sky. I think I have some conflicts somewhere... Is there any advice you can give me on fixing this?
 
Hi Peter,
You mentioned better VR support, which is what I'm trying to figure out right now... I recently added a few things to my AC install to try, including Pure, and it all seems to have broken my whole AC experience. Especially now that I'm trying to run Singapore at night. The biggest issue I'm having is with my head set on, the sky flickers black to light blue. And if I close one eye the sky looks dark/night time, but if I close my other eye, I get day time sky. Without having my headset on, if I take and turn the headset to the left, the sky in image on the monitor turns to night time, if I rotate it to the right it goes to day time sky. I think I have some conflicts somewhere... Is there any advice you can give me on fixing this?
Hello,

With Pure or Sol i can't have an influence on that. Its more CSP related. Did you already try the "Single Pass Stereo" mode in Content Manager -> Settings -> Custom Shaders Patch -> MODE TWEAKS: VR -> Single Pass Stereo: -> Active

Also you could enter the CSP Discord Server and go to VR channel and let you help from the people there:
 
Hello,

With Pure or Sol i can't have an influence on that. Its more CSP related. Did you already try the "Single Pass Stereo" mode in Content Manager -> Settings -> Custom Shaders Patch -> MODE TWEAKS: VR -> Single Pass Stereo: -> Active

Also you could enter the CSP Discord Server and go to VR channel and let you help from the people there:
I did try a few combinations of the Single Pass being active, (just that checked, then with Single YEBIS, and then with NVIDIA VRS). I thought it had something to do with adding PURE because it was acting fine before I added it. I guess I'll see what the CSP guys on Discord say then. Thank you anyways Peter.
 
So I decided to try playing more within the CSP VR settings a little more, and it turns out I had loaded "Teggles VR settings" a while back but forgot about it, and evidently those weren't playing nicely with whatever settings I was running, or his VR settings don't work correctly with night conditions. Once I got rid of it, the flickering left/right sky issue went away. Now I just have to optimize things a little for VR at night. But it already is looking quite good at Singapore!
 
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Just to throw in some details:

There are 2 major differences to Sol.

Pure has a complete different lighting.
In Sol and every other weather script, lights (CSP car and track lights) must be adapted to the day times. Because the daylight in AC does not realy differs to night. So if lights are not shutoff while day, they are visible and lit the landscape like in the night, because the sunlight and the ambient light are way to low. Thats because of the seemless integration of lights in AC. They were just added to the simple lighting model of AC.
But if sun and ambient light is much stronger at day (like 10 times of the original values), those additional lights became weaker by the contrast to the "real" world light. And therefore all those adaptions to the CSP lights don't need to be done.
Further, the lights in tunnels work also by default, because CSP lights are not touched.

Due to the much better autoexposure algorithms in Pure, it finally works like it should. Typical eye and camera behaviors, when reacting to low or bright light, can be now simulated properly.
Also by this new algorithms, the autoexposure is not fluctuating while looking around in the car (this is finalized with the upcomming Pure dev preview).

Pure has a much better code
As i'm the developer of both, i'm not realy proud of the way i coded Sol.
In LUA, which is the base of the weatherFX scripts, memory allocations can be slow down the system. If many memory is allocated in every new frame, it must be cleaned after some time. This takes much time and slows down the CPU. In Sol, massive allocation happens within a frame - i didn't know to do it better.

In Pure i allocate nearly no new memory while a frame. All memory is reused, if possible. That speed up the execution of Pure tremendously.
It has so much speed more, i was even able to remove the "rare update" cylcles. A rare update logic just updates things after certain frames, or if it is needed. BUT this will lead to very different frame times.
So in Sol you will have short frames and long frames. This leads to a microstutter like behavior.
In Pure the frame times are nearly equal, because i do not a single rare update in it. In every frame the whole "world" (lighting and other stuff like clouds) is calculated.

Just open the "Render Stats CSP" app and look at the CPU chart. You will see the difference (CPU spikes in Sol, smooth CPU in Pure) and you will clearly feel the difference when driving, esp in corners.

Sure therefore the FPS of Pure seems a little lower, BUT the FPS in Sol are just higher, because of the averaging of those many short frames and less long frames.

There are many other things which Pure makes better
- usage of high res skydomes (static but nice skies, which brings many fps back). They can produce moving cloud shadows, which causing nearly no fps loss.
- autoexposure with deactivated post-processing
- better VR support
- better fog engine (6 fog layers)
- LUA apps (Pure Config, Pure Planner). By using LUA apps, the communication between the weather script and the app happens in frame time. Therfore the changes made in the app are instantly visible.
- Color reproduction is much better.


Hope this is not to long and tiring. But Pure is not just like a new Sol. It addresses and solves many problems of AC, CSP and Sol.

best regards,
Peter
First of: thank you Peter for making this game so much better and nicer!
The CM and CSP are pretty new to me as I was "afraid of all those buttons" before :) (yeah, I'm old)

Now, just a few days, I dared to get more options and installed SOL, thinking that was the first thing and after that, you have to install Pure.
Reading your reply, I understand otherwise, is that correct?
Should I uninstall Sol and install Pure, is that the way to go?

And again; your work is making this game so much nicer, thank you for that!
 
First of: thank you Peter for making this game so much better and nicer!
The CM and CSP are pretty new to me as I was "afraid of all those buttons" before :) (yeah, I'm old)

Now, just a few days, I dared to get more options and installed SOL, thinking that was the first thing and after that, you have to install Pure.
Reading your reply, I understand otherwise, is that correct?
Should I uninstall Sol and install Pure, is that the way to go?

And again; your work is making this game so much nicer, thank you for that!
Sol and Pure are different weather scripts. Both using the same weather controller (Sol 2.4 with Sol Planner app). You can install only Pure. But of you are not using Sol weather script, please uninstall it.

But you can install Sol and Pure and use both. You just need to select Pure or Sol in weatherFX settings "weather script". So you can switch between them and try both.

The Pure install will also install Sol controller, the same as in Sol 2.2.7 install. So this will not collide.
 
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Not to hijack this thread, but is it possible at this time to install Pure without installing Sol? Or do I need Sol to get Pure? I am so confused...(also relatively new to all of this.)
 
Sol and Pure are different weather scripts. Both using the same weather controller (Sol 2.4 with Sol Planner app). You can install only Pure. But of you are not using Sol weather script, please uninstall it.

But you can install Sol and Pure and use both. You just need to select Pure or Sol in weatherFX settings "weather script". So you can switch between them and try both.

The Pure install will also install Sol controller, the same as in Sol 2.2.7 install. So this will not collide.
Hello.
Im little confused about what to install, sol or pure?
And if i uninstall sol weather script and many servers uses sol, does pure have same control scripts?
 
Hello.
Im little confused about what to install, sol or pure?
And if i uninstall sol weather script and many servers uses sol, does pure have same control scripts?
Pure does not need Sol. But it still uses a part of Sol, its controller and the ingame weather selection app (Sol Planner). But the Pure download includes this part too.

Servers cannot require Sol. Thy can only choose a "sol weather" which is now built into CSP

therefore you can use either default, Sol, or Pure. The server will not care
 
Just to throw in some details:

There are 2 major differences to Sol.

Pure has a complete different lighting.
In Sol and every other weather script, lights (CSP car and track lights) must be adapted to the day times. Because the daylight in AC does not realy differs to night. So if lights are not shutoff while day, they are visible and lit the landscape like in the night, because the sunlight and the ambient light are way to low. Thats because of the seemless integration of lights in AC. They were just added to the simple lighting model of AC.
But if sun and ambient light is much stronger at day (like 10 times of the original values), those additional lights became weaker by the contrast to the "real" world light. And therefore all those adaptions to the CSP lights don't need to be done.
Further, the lights in tunnels work also by default, because CSP lights are not touched.

Due to the much better autoexposure algorithms in Pure, it finally works like it should. Typical eye and camera behaviors, when reacting to low or bright light, can be now simulated properly.
Also by this new algorithms, the autoexposure is not fluctuating while looking around in the car (this is finalized with the upcomming Pure dev preview).

Pure has a much better code
As i'm the developer of both, i'm not realy proud of the way i coded Sol.
In LUA, which is the base of the weatherFX scripts, memory allocations can be slow down the system. If many memory is allocated in every new frame, it must be cleaned after some time. This takes much time and slows down the CPU. In Sol, massive allocation happens within a frame - i didn't know to do it better.

In Pure i allocate nearly no new memory while a frame. All memory is reused, if possible. That speed up the execution of Pure tremendously.
It has so much speed more, i was even able to remove the "rare update" cylcles. A rare update logic just updates things after certain frames, or if it is needed. BUT this will lead to very different frame times.
So in Sol you will have short frames and long frames. This leads to a microstutter like behavior.
In Pure the frame times are nearly equal, because i do not a single rare update in it. In every frame the whole "world" (lighting and other stuff like clouds) is calculated.

Just open the "Render Stats CSP" app and look at the CPU chart. You will see the difference (CPU spikes in Sol, smooth CPU in Pure) and you will clearly feel the difference when driving, esp in corners.

Sure therefore the FPS of Pure seems a little lower, BUT the FPS in Sol are just higher, because of the averaging of those many short frames and less long frames.

There are many other things which Pure makes better
- usage of high res skydomes (static but nice skies, which brings many fps back). They can produce moving cloud shadows, which causing nearly no fps loss.
- autoexposure with deactivated post-processing
- better VR support
- better fog engine (6 fog layers)
- LUA apps (Pure Config, Pure Planner). By using LUA apps, the communication between the weather script and the app happens in frame time. Therfore the changes made in the app are instantly visible.
- Color reproduction is much better.


Hope this is not to long and tiring. But Pure is not just like a new Sol. It addresses and solves many problems of AC, CSP and Sol.

best regards,
Peter
my performance with pure is a big increase over sol
 
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