It has to do with the quality of the photos, not really much can be done about it unless they get newer higher rez photos. Some of these were taken from space after all. Not really meant to be seen from 1000 feet or whatever. You could try flying higher so it isn’t as easy to see.
The road in MSFS comes from 2 different and most of the time, independent sources.
This is for road texture only and it’s an integral part of the regional ortho.
Bing/OS map data
This is the blurry overlay you saw and it classifies which area is designated as road to the simulator. Most time when it aligns with satellite imagery, you wouldn’t notice this layer (but you can see it by pointing the camera angle close to the ground). This road data is used to simulate traffic and suppress certain procedural process (e.g. grass)
So far, I have observed some interesting outcomes due to mis-alignment between 1 & 2
When there’s no road texture but road data, you would see cars running on grass
When there’s no road data but road texture, you would see grass growing on the road
When road data has wrong elevation (e.g. vs. the actual bridge), the traffic would float under the bridge or over some buildings
Yes I hate it too. In many areas it is like a green overlay for some reason. I know this too because I’ve landed on the roads and over the satellite terrain photo of the street you see where the useless and ugly overlay cuts off and the satellite terrain begins. I wish they’d do like Xplane and just pave over all of the satellite roads with in-game roads so you don’t see the silly stationary cars baked into the road photo. Should be easy enough to do since the OSM data is already rendered. Would also look amazing with the grass aprons and overpasses from the real world data thats already implemented
There is a problem with the roads. I am not aware of those technical details,apologies for that, but I was wondering why the roads also had to be implemented as satellite imagery??. This has led to very low resolution blurry textures of the roads. Also due to the satellite imaging, flat imprints of vehicles on roads have been created with in-game vehicles travelling over it.
In many places there are sudden jumps in roads with vehicles travelling over each other, suddenly emerging and then suddenly disappearing and travelling at ultra high speeds & vehicles travelling through bridges rather than over it.
As far as I feel,in this front, XP11 did a better job in rendering the roads and vehicles on it.There are clearly defined roads,markings, sign boards ,vehicles, bridges with good resolution textures and the vehicles move in a smooth fashion that looks nice.
The present road system is an issue which greatly affects the realism and needs a fix.MS/Asobo please take a note of it.
The blurry roads do not look good and roads in general are very inconsistent. In some places, roads look good and in others they look very blurry or they have a strange, incomplete looking semi-transparent overlay on top. It would be great they all had a good overlay that depicted roads realistically and matched the visual quality the simulator is trying to achieve.
Hey but at least we have are getting an amazing Japan right? Wait, wait… I remember now, the roads team is separate from the scenery team. There is probably a fix in the pipeline and getting Japan doesn’t interfere.
I agree. Sadly XPlane definitely does a better job with roads. Hopefully quality looking roads will be implemented. I would love to see a very good overlay placed on top of the roads that would accurately depict the type of road and be clear and not just a blurry representation.