The new, seasonally-changing trees in 2024 look great! However, lots of photogrammetry areas still have the absolutely atricious-looking “trees” rendered using the photogrammetry system.
Systematically going through all the photogrammetry and eliminating all the “trees” would make things look much much better both from the air and ground, and would make emergency landings on streets in photogrammetry areas much more manageable to boot.
Not the most urgent thing right now of course, but this sort of pass on the photogrammetry would really kick the overall quality of the graphics up a notch, while possibly even being better for network traffic (I imagine the new trees are just a handful of parameters each)
I think we can all agree TIN trees are an eyesore and with 3D trees needing to be overlaid a waste of polygons.
I think Asobo should use the data they have to detect and flatten/delete TIN trees.
They know where the trees are placed and so know where the TIN trees will be.
They also know the terrain elevation data for each location of the tree.
They also know where buildings will be placed.
They could calculate an arbitrary tree size area as the overlay to flatten the tree sized TIN area within.
They could create a process that runs through each scenery flattening/deleting all detected TIN trees under rules produced by the data sets.
I believe that using these 3 data points TIN trees could be auto-flattened/deleted.
There would need to be some fine tuning but areas away from other TIN objects, such as Forests, could be easily gotten rid of.
For TIN cities there could be some overlap between a TIN tree and building but we know the building footprint and so could make another rule that TIN inside these footprints is not flattened.
I think this would not only greatly enhance the visuals and increase immersion but also improve performance by removing unneeded complex geometry/polygons (TIN trees)
This is something I would have developed had the SDK had TIN editing capability.
They also have powerful Machine learning resources through Microsoft which I believe are massively underused in MFS2024.
That could be used to detect not only trees but roads for example which would allow to flatten roads and add road textures instead of having blurry Satellite scenery with 2d cars and roads slanting at 90 degree angles on hillsides etc.
An option to disable generated trees in Photogrammetry areas would easily resolved this case and please everyone. Would be in the Advanced Options in GENERAL SETTINGS.
I don’t believe it’s that simple - the sim doesn’t know what photogrammetry is a tree or a building or a bridge, etc.. Even with AI, if the trees are close to/collide with a building, deleting the tree could delete an entire building. This seems to require a much more manual approach, unfortunately. Bijan’s trees mod does this in areas he has worked on specifically, and he takes requests as well. For now that’s the best solution we have.
Generated trees I mean that generated by MSFS, not the photo ones. And I dont think the photo ones are so horrible as some say, because flying you should never go to low as below 500 feet. And they combine with the poor resolution buildings too. It would be worst to have high detail generated trees with these buildings. We have to see the photo city from a good height, with no generated trees and that would be the experience most near reality.
In photogrammetry areas I think most people would rather remove the photogrammetry blobs (like them or not, that’s what they are) and leave the nice new 3D region-accurate species of trees.
I don’t totally disagree with your observations but the sim really does know what is a tree, building or bridge etc.
This data is provided and why in non photogrammetry areas trees and autogen’ buildings can be placed with relative accuracy.
It is also why 3d trees overlaid over photogrammetry trees to h.
ide them.
If the data didn’t already exist this wouldn’t be possible
The biggest issue is where photogrammeter (TIN) trees overlap other objects such as buildings and this is particularly true in TIN cities but I would prefer that TIN buildings affected are autogen buildings and the tin tree deleted and 3d tree put in its place.
Maybe one day with machine learning we not only get rid of TIN trees (Horrible pillars of weirdness) but we also get a clean up of TIN buildings making then conform to regular shapes and replacing low res textures with suitable hi res replacement textures all the way to having
parallax mapping for TIN building windows.