In spite of using payware scenery, it does demonstrate the differences between 2020 and 2024 in a way. Too bad you can’t do such a perfect demonstration with 2020 and 2024 scenery. It helps to see both in one fluid picture.
Distant things just look more blurry and blocky, low res and jagged in 2024. More aliasing. This is a first world problem as it tends to make itself most known at the highest settings. But it is noticeable.
Not sure if this applies to satelitte imagery but regarding texture quality; theres no difference between Ultra and High albedo texture resolution. The difference is the other maps (like emissive map, roughness, normal and so on) is half the size.
But again, I dont know how the satelitte imagery is handled. Its probably just like in 2020 where the TLOD will handle it, and just drop resolution/compression/whatever. And now the TLOD concentric “LOD quality rings” is seemingly more aggressive. Couple that with streaming, poor source bing imagery, and then you have blurry ground pretty close up. Especially if people are trying to offset the issue by increasing tlod and other settings.
I think also that in many cases, its simply the case of bad source material. But I dont see why it would be worse in 2024 compared to 2020. So who knows how that happens.
The whole TLOD system now seems like the wild west. Just by switching to external view and rotate the camera around the TBM will change the TBMs LOD to 3 different values before I even touch the zoom, like a transformer.
I worry that many of the quality issues we are seeing is because of what seemingly is MSobos attempt to take control and simplify thing. Settings that would let us get more granular control are all merged into one setting, where quality, density and display distance are forced together.
Insted of letting us get a system that would use a dynamic load on_ground vs in_the_sky, they implemented this Dynamic setting that seems to just scale the entires game quality to reach your target FPS. The UI seems to have returned to Win8 tiles/console-ified. There is so many things, but in general it seems like MSobo is trying to let us have less control. A streamed thin client is of course also a part of that.
I dont like this trend at all. I cant even force my TBM to show in full LOD because there is no xml file to adjust. So many of these issues would/could have been fixed by the community - but wont be because of this approach. Hopefully down the road, they will let us get more control.
I worry it will be 4 more years of bugtracking and doing MSobos job, until they announce their next game, which probably will be fully streamed and no settings what so ever to adjust other than target fps. Judging by the average amount of players on 2024 it doesnt look good, but knowing the industry, they will probably just double down on everything.
Didnt intend for this to be a rant, but here I am at the end of another wall of text. Time to sleep.
So this morning I flew EGPF to EGLL (I’ve done several passes of this route in both directions recently so theoretically it should mainly be in cache. This morning I turned Dynamic FPS/LOD to OFF. It was previously set to a target of 30FPS (I run at VSYNC 60/50%{30FPS}). My TLOD is at 200 and OLOD a 200, 3090, 64GN RAM, 4k, dlss (performance).
I had a very what I’d call “typical FS2020” visual experience, with good terrain (night time/early morning visuals) and airport visible quite far out (which isn’t always the case when LOD is being dynamically controlled fro FPS. Downside was that my FPS left to float while over central London and on approach into EGLL was varying between 22-28 at times while the airport and traffic loaded. It may explain why having dynamic FPS enabled and set too high for you system affects LODs so much though.
It’s maybe time fro you all to at least try turning dynamic FPS/LOD OFF in graphics settings and re-run your flights and see how they look. (assuming the terrain you need is all streamed in fast enough too).
Note: even with the dynamic FPS/LOD set to OFF, my camera LOD issues with airport vehicles still happens at different levels of zoom. So that particular LOD throttling is not being done by dynamic LOD/FPS control, and I still think it is set to fall off at way too short a distance. I’m not sure if we have any control over this though.
Most of us have tried various combinations of TLOD and dynamic on and off, with no apparent change. I don’t think this has anything to do with the problem.
Can you verify whether you began the flight with dynamic set to 30, with poor visuals, and then disabled the dynamic setting mid flight, observing an immediate improvement in texture resolution?
Or did you disable the dynamic setting prior to takeoff? If so, it’s possible the dynamic setting is only the apparent cause but not the actual cause in your instance?
If the setting is working correctly it should indeed adjust the TLOD to target the specified frame rate. But if it were that simple, we should all se an improvement when disabling this setting, which we don’t.
I disabled it ahead of starting a flight. Will definitely need more testing though. Like I said I’ve done that flight about 5 times recently so maybe my 120GB of cache has it stored by now.
I’ve seen a lot of close in detail before though with night lights and low lods kicking in at 10-20 miles. Previously not so today.
It could of course also be server related. Flying at 6.50am GMT/UT and it’s always been much better in fs2024 than say at 6.50pm GMT/UT!
I did some tests. The images show that texture sharpness is tied to LOD settings.
With a 400 LOD setting, the textures became sharp for me. I found that below a 200 LOD setting, all landscape and airport textures are spotty and blurry. This LOD definition and setting is wrong. At a setting above LOD 200, the FPS drops drastically. It would be good if the developer modified the LOD setting so that we get sharp textures with a 200 LOD setting.
There’s differences there, but I have just completed a flight with dynamic settings off and TLOD at 200 and 400 and even at 400 the textures are so much more blurry than they ever used to be in FS2020. It’s really quite unacceptable really - I love the new sim, but this is the key major downside for me.
A lot of patience is being demonstrated in this thread, here!
Test, test, test, and more test.
Permutations, combinations and probability. Anyone remember?
I do notice that the issue being discussed in this thread is officially “bug-logged”, with 342 votes, if that’s of any consolation.
I think it makes sense to divide the evidence that’s gathered in this thread into different categories. The first category is the blurry ground textures / the ground texture resolution issue. The second category is the TLOD draw distance issue. The third category is melted photogrammetry.
For me it’s not clear if these issues are related to each other or if these issues have the same cause. In my personal experience the combination of these three issues make the visual appearance of MSFS2024 worse compared to MSFS2020. At leas for airliner flying.
An issue in relation with TLOD.
I’ve made a flight at 2000 ft, under a full overcast sky.
The grassless fields in the far were grey but became brown around my plane. It was like there is a color (season ?) filter around the plane…
It was a bit disturbing to see fields changing color…
I could puke, the floor textures are constantly blurred, THAT CAN’T BE TRUE Asobo / MS, finally deal with this ■■■■, I paid over 200 euros for the sim and I can’t use it because it’s all just a blurry mess. Do they not get it at Asobo or do they not want to understand it, I want a decent product for my money!!¡!!!
I could be crazy but I remember the LOD and streaming quality so much better in the tech alpha. Could it be they are limiting streaming detail because of server overloads?
I noticed that my OLOD had been set at 150 (probably by nvidia app), so i moved it back to 200, but the objects are still losing detail until quite close in. Also switched my textures to Ultra, they had been set on high(again probably nvidia app). I had another really nice detailed night flight into egll again. Maybe I’ll just continue to do this route all the time now, my cache must be full of it.
Only kidding, also did a flight over to EDDF too and apart from an intervention of the feline kind on my keyboard which almost caused me to crash😄, it all looked good too. Seems like I have reasonable server access for such slow broadband. I’m still leaving the dynamic fps off though.
yes there is
and i suspect that may be the cause of the blurrization syndrome
2024 is doing on the fly processing on the ground aerials, in a circle around the plane, it changes the colors of the fields and the roads so that its not all green as in 2020, and it applies the season filter
my guess, this has been done in a sloppy way (go figure!) and no one checked if the image retained its original resolution and crispness after this processing
It is fun to play with seasons as you fly to see what is impacted in the textures. I agree it might be the source of the blurring. But I also just generally think the Ultra textures look like High resolution textures not Ultra.