Another big patch. LOD still terrible compared with pre Alpha 1.6.x, which looked perfect

The whole point of having graphics settings and sliders is we can manage the quality/performance ourselves. Person “a” might prefer ultra quality graphics with the finest of detail and are happy to sacrifice fps for it. Person “b” might prefer 50 fps and is happy to sacrifice quality to get there.

To me, when I select ultra quality and dial up all the sliders to the right, I want to see the game perform at the very best it possibly can. Regardless of hardware. Hardware is my problem. Not Asobos.

It seems like they are limiting their maximum performance in the Sim for everyone to that of the lowest common denominator. This patches “Ultra” quality setting is closer to the original releases “medium” quality setting.

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Alanlj44, posted at the same time. Great minds think alike…

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Possibly so. I don’t know enough about how the coding works to know whether this is possible

They are just " killing" this flight simulator
Why the heck are they going this way ??

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I’m not sure what they are aiming at, but logic says that you optimise for the ‘medium’ setting to get the best balance of performance and graphical quality from an average hardware spec (or maybe the Xbox spec as the target), then higher settings are there for people to adopt in line with their hardware capabilities.

The top end of the slider range really should only be usable on absolutely state of the art rigs.

But having said that, any assessment of graphic quality should be based on comparison with unretouched real world images, not different iterations of the sim.

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That’s a misconception. The 4790K is still a very potent CPU (especially if clocked at 4.6), and just about 20% slower than the fastest CPU for MSFS (10700K). It’s still faster than most CPU’s out there.

That last paragraph is spot on!

I agree completely.

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Yes. Lots of good points in this thread.

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We need to raise our concerns with the ZenDesk and in the Bugs and Issues area in the hope that our concerns get heard.

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They know about the issues but they don’t care about

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I know right! How amazing would it be if they actually took 10 minutes to release a statement or a facebook post or anything really, to simply acknowledge some of the issues going around. They don’t have to have all the answers, but a simple “yep we are aware of this or that issue” , or “we downgraded graphics for “x” reason”, would go a long way.

A little bit of communication on their behalf would surely tame some of the outrage.

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I happen to agree with this theory, it coincides with my thinking as well. Asbo has overreacted to the tree size debate and created the issues we see now with the reduced number and size of trees. It may be that the number of trees has not been reduced that much but their size definitely has, the result is what we are seeing now. The magic is definitely gone.

It’s been done countless amount of times since release date and before that, as we now knows, by alpha testers. It’s too easy to ignore from whoever is in charge of this massacre to push whatever odd agenda if it doesn’t go past a bunch of forums and the company’s own support.

I’m going to use an exaggerated metaphor here, but if you’re hoping the sun to rise in the west and set in the east after seeing it do the contrary every day for a couple of months, chances are it’s gonna act the same the next month over and over again.

It’s not only to the forum and to zendesk we need to raise our concerns, it’s to social medias and the gaming journalists so we can have an impact on the market, not only on the forum.

Money will ALWAYS rule out customer satisfaction unless the later brings more of the earlier

BTW, it’s not just trees, it’s the LOD of buildings, the textures, everything is looking blurrier with each patch. It may not be that blatant for people playing at 2K or 4K but at 1080p, it is definitely.

Sometimes now, the view in the (not so) distance starts to look more and more like a crude oil painting than anything else! lol

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Yeah, I loved the immersion. Perhaps we should mod the tree files and put the height and numbers back closer to the way they were in the beginning… if that’s possible. I definitely prefer the bigger trees and coverage to what we have now.

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I’ve tried reaching out to IGN to reconsider their review due to all the issues the sim has had since launch. They ignored me. Money is more powerful than the truth so good luck trying to get any of the gaming media to pay attention and speak out.

Let’s try to recap and please feel free to correct me.
A few posts above is mentioning there are 2 different but related problems.

Autogen LOD

Synthetic buildings and vegetation made from a collection of generic 3D objects.

  • Building and Vegetation settings set the object details ranges (more or less complex representation of the same objects aka LOD).

  • Building and Vegetation settings set the distance rings where the different object LOD are displaying.

Problems:

Below a certain distance to the outermost ring, objects used to fade-in, now they seem to pop-up instead. This is mitigated because they are displaying over their footprint picture found in the aerial ground texture displaying underneath.

Photogrammetry LOD

Realistic buildings and vegetation made from textured mesh based on aerial photography of the real objects.

  • Building and vegetation textured mesh has different LOD built-in.

  • Lowest resolution LOD is displaying the farthest, then increasing resolution LOD are fading-in in place as the view is getting closer.

  • Terrain LOD setting set the distance rings where the different textured mesh LOD are displaying.

Problems:

Below a certain distance to the outermost ring, textured mesh is popping in over the flat aerial ground texture. The LOD rings are smaller than pre-release therefore the lowest detailed mesh LOD is displaying too close. It is often referred to as “melted buildings”.

Ground Texture LOD

Realistic ground texture made from aerial photography.

  • Lowest resolution texture is displaying the farthest, then increasing resolution is popping up over as the view is getting closer.

  • Terrain LOD setting set the distance rings where the different texture resolutions are displaying.

Problems:

The LOD rings are smaller than pre-release therefore the lowest texture resolution is displaying too close. It is often referred to as “blurry ground texture seen at altitude” and wrongly attributed to network bandwidth.

Analysis

There is a single setting, Terrain LOD, which is affecting both ground textures and photogrammetry LOD, which makes sense when you’re considering the outermost ring where photogrammetry and ground texture meet must share a similar resolution.

The LOD distances (v1.8.3 and v1.9.3) are trading off distance for performance but they are adjusted to render objects at 1:1 zoom view in 4K (both photogrammetry and ground textures). At this zoom level and in 4K, photogrammetry mesh and ground textures are displaying just the right amount of details to fill enough pixels on the screen for their respective projected surface size.

In short, the renderer is dropping some resolution and details which are imperceptible to the eye under a given viewing condition (zoom 1:1, distance to objects). It is similar to JPEG compression which is displaying similar picture quality to the original at 1:1, but it is showing compression artefacts when zooming in.

What’s wrong

The LOD ring sizes have been reduced since pre-release and this is affecting mostly photogrammetry and ground texture. Photogrammetry and textures were popping in with previous versions but it was less noticeable because it was happening farther away.

Because LOD ring distances are now closer:

  • Ground texture quickly drops resolution when viewed from not so high an altitude.

  • The simulator is displaying too low resolution texture too close to the aircraft and this is especially visible when flying over non-photogrammetry areas.

  • You can’t zoom-in otherwise you’re viewing magnified lower resolution mesh and textures.

A few solutions

  • Revert LOD ring distances to pre-release values.

  • Decouple photogrammetry and ground texture LOD with 2 sliders instead of 1 so that each user can balance performance/details depending on hardware and preference.

  • If FS2020 ships with same setting levels for both PC and Xbox, add a “Extreme” setting just for PC restoring the previous LOD.

Other issues

LOD Problems - Distances revisited

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Great post man!

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