Still to agressive culling of aircraft gear.
I’ve not had the change to re-test this, but if its still there it isn’t really an SU5 issue or regression.
The reason why i mention it is because in the release notes its a point that mentions “optimisation of the culling renderer” so it is something that has been done.
Culling can mean scenery objects, rather than gear, but its worth them clarifying exactly what that refers to.
Gear is a 3D object that is rendered as is all other objects.
True, but its also not a hangar, or house. I would be surprised if they didn’t have rules in place so they can treat some objects differently.
One particularly annoying one is all the little airport signage, like taxiway signs etc. which only appear when you are much closer to them than you would like. Those are aggressively culled, or perhaps have incorrect LOD levels assigned to them.
There’s a Dev Support post that this is by design, and not related to LOD, but rather a separate “contribution culling” process. “Very small objects are culled when their screen size in % of the total surface goes below a certain threshold for optimization purposes.” And this occurs regardless of the overall model LOD.
Per the devs:
”Multiple way to address this:
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group objects whenever possible
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use multi material → your small LED mesh should be merged with the button one and use a different material ID
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use fake geometry to prevent light bleeding where it shouldn’t → backplate behind the culled knobs for example”
So its by design that even Asobo’s own models should loose their landing gears just 50meters from the camera? Ridiculous!