I want to show something.
I was testing cloud patterns vs. cloud distribution vs. performance. To get the cumuli clouds
I so much like I have the habit of altering the wheater of the campaign missions I fly in.
Perfornace wise the cumulus cloud is the heaviest type. It is heavy because of its translucency,
which has a cost for the GPU, and it is heavy because of the shadows cast on the ground, which
have a cost mostly for the CPU.
In the past I was used to activate inordinate amounts of cumuli clouds all over the theater.
It was pretty, for sure, but it made A-G missions a PITA. What with clouds likely obscuring my
targets? Flexing in wait for the wind to push the clouds away was rarely an option.
I kept refining my algorithm for clouds distribution, and have lately found a good one that
gives me satisfactory theater coverage without clustering the clouds in a predictable manner.
In no way it simulates real world clouds coverage, be clear, but for what the virtual pilot
gets to see during his flight the overall result looks plausible.
What's important is that the new clouds distribution allowed me to dramatically raise the terrain
quality without suffering a severe performance hit. I do this during Campaign. It's no TE with
limited action going on.
1) Using the following nVidia control panel overrides:

(
Note: In short, everything but FSAA is maxed. Further raising the FSAA is a waste as
it won't improve the screen quality past what 8xQ already does. In my case, at least.)
2) Using the -g5 command line parameter:
(
Note: Every new -g you ask for gives the Landscape and Object Detail sliders 6 more notches.
For example, at -g4 the sliders cap at: 1 + g(4) * 6 = 25)
3) Using the following Simulation and Graphics Setup:

(
Note: Landscape Detail is set to 31.
Object Detail is set to 14. With hindsight, raising Object
Detail was bad. Too high FPS loss for too little gain in far objects' visuals -buildings, mostly-.
Also notice the
Disable Shadows in Simulation Setup. It ought to be
Disable Clouds' Shadows, really.
With this On, in fact, sim objects still have their shadows. Only the clouds no longer shade
the ground below. The change in visual quality is negligible while the gain in FPS is huge.)
4) It is possible to obtain THIS hi-poly terrain along with lots of Cumuli. Notice how defined
the mountains' profile is. Also notice the reported FPS. Keep in mind that the overrides set in the
nVidia control panel were hitting the performance heavily. And yet...



(
Note: Tiles are from the HiTilesAF addon. Active season is: Fall.
Sorry if the pics are somewhat dark. It was ~17:40 in the sim at the moment.)
It doesn't take a super computer to render this beauty, folks. Give it a try

P.S.= Just in case, the last 4 pics are taken from the standard Balkans theater, about 70 nm
East-South-East of the town Split. I hijacked a BARCAP to run tests.
Goodnight
[edited for grammar]