Well said man but unfortunately no one hears…
Same problem here, getting ignored just like the weather and cloud self shadow issue. Screenshots at TLOD 400.
just a idea how it could be: (same time, same live weather same location, different plane
at 8000ft the draw distance for ANYTHING but the blurry groundtexture is about 7-8nm.
FS2020 had 20nm with the vegetation mod back then even 35-40nm with ZERO performance impact, didn’ need to run on age old consoles though.
MSFS2020 at launch looked sharper than 2024 does now, even at TLOD 200 back then vs 400 now. Aerial resolution drops too hard. Some LOD switches even shift color, looks like different datasets not just downsampled versions of the same tile. (but i guess that’s as old as MSFS2020)
This realy isn’t just a forum complaint at this point, it’s reproducible and well documented. Asobo is everywhere on socials and collabs as you said but dead silent here where the actual bug reports/work are. Where are the devs? Why no word on this let alone on the dev stream… while trailers for stuff nobody asked for keep dropping?
bug-logged? funny!
And at least on my side, I don’t notice any improvement in performance, memory consumption or any other positive result with this degradation in place.
What I noticed tho: instead of objects popping, they just fade out in density and become transparent (trees mostly) and PG/ buildings are becoming a low poly mesh. Has that been discussed here? Just curious if my perception is right or wrong.
The LOD issue is something that neither Microsoft nor the Asobo development team seems willing to properly address, and the reason, in my opinion, is quite simple: the simulator also has to run acceptably on consoles.
Unfortunately, it increasingly feels as though neither Microsoft nor the developers are genuinely listening to user feedback anymore. There have been thousands of comments, reports and discussions documenting this issue, yet nothing meaningful seems to change. At the end of the day, it appears that business and revenue take priority over addressing what the community has been reporting for a very long time.
At this point, it almost feels pointless to keep posting about it. There are already hundreds, if not thousands, of posts documenting the LOD problem, and Asobo is clearly aware of it. Yet the simulator continues to be limited in ways that appear necessary to ensure that it can still run on console hardware.
Instead of imposing the same limitations on everyone, Microsoft and Asobo could provide separate optimization and scalability options for console and PC users. Console versions could be optimized specifically for their fixed hardware, while PC users could be given much greater control over LOD, object density, draw distance and other demanding settings. That would allow users on both platforms to choose settings appropriate for their hardware and enjoy the simulator accordingly.
There is no reason why someone with a high-end PC should be forced to accept the same technical limitations required by much less powerful console hardware. Unfortunately, as things currently stand, those of us who have invested in high-performance PCs are effectively being held back by the requirements and limitations of the console versions.
They keep saying though, that there is different builds per platform.
Like I said above, on PC, I see no increase in performance, just a terribly worse resolution.
I assume, streaming backends are shared across all platforms, but depiction in terms of distance really should be something in our hands.
I know, a lot of people complain about terrible performance, potentially pushing their system further than it’s capable of, but me now having a high end system should definitely have the opportunity to adjust the visuals to a high level, if my system can take it.
That’s especially why I don’t understand the degradation on PC… streaming data? Maybe…
but TLOD? Really should be possible per platform. We already download/ stream the assets in high quality for close LODs, so we could also just render them at higher LOD if we wish to. ![]()
Next time you find the time to post some of these shots, could you include the FPS display as well?
The reason I ask, and this is a general recommendation for anyone else really, is that if your TLOD is being throttled, this will be shown in the FPS readout. There are some numbers there that start at 1.0, and slowly tick down if the system is struggling to maintain desired framerates. This won’t have any effect if you aren’t doing that, but it would be interesting to see all the same.
If you aren’t seeing 1.0 in their for the terrain quality, the you aren’t seeing TLOD 400 either, but a fraction of that based on that number. That’s my understanding of it anyway.
Different “builds” just means they are compiled separately for each platform. Based on an earlier development stream answer to one of my questions, they confirmed that there is a single shared code-base, and that they try to avoid using ‘if Xbox do this, if PC do this’ solutions in the code unless there is absolutely no other way to solve that particular issue.
Can a moderator or someone from Asobo, confirm whether telemetry or server side logs are catching (at least some of) these horrible ground texture issues? Perhaps it shows up as missing ground texture tiles, either not rendered, streamed or read from rolling cache, because of some error or ressource issue.
It leaves such a bad impression, that I would appreciate it being prioritized.
From 1.9.16, EKBI to EKCH (SimNord), RX 9070 XT, 7800X3D, 4K Native AA FSR 4, 37 max frame rate in sim, FG FSR 1.1, most settings on high, including texture resolution, only clouds on ultra, 1 gig wired and stable internet.
The ground textures are looking terrible still/again. Please, please, please give it some attention. This is dragging out much too long I think.
Look at high res uploaded images 1:1 pixel ratio after download to properly judge quality.
Below, ground textures looking absolutely mushy.
And airport ground texture looking like an absolute joke.
Wanting to thoroughly enjoy a high fidelity visual experience with MSFS 2024, this ongoing issue is quite the frustration, especially given the lack of proper acknowledgement of the issues repeatedly reported here. Instead of all those reports, taking a lot of time, I would much rather enjoy my hard earned setup and sim, and spare time. So again, MS/Asobo, please give it some care. We deserve it, so do you.
After 1.8.16.0 I’ve had a bunch of issues(I won’t bore you with here).
At an altitude of 400 feet AGL and when I am viewing top down on the highways I see plenty of cars but at the same altitude if I look side to side I see no cars on the same highway?
My graphic setting for Terrain Level of Detail and Obects Level of Detail texture resolution and 400 and 200 respectively and Texture Resolution is set the Ultra. Road Traffic is set to high. Ground textures appear sparse .
Is there anything I can do to make the ground more realistic?
My UserCfg.opt are as follows
{Graphics
Version 2.1.0
Preset Custom
{Texture
MaxAnisotropy 16
Quality 0
}
{Terrain
LoDFactor 4.000000
POMMaxDist 20.000000
POMSubsplitsMaxDist 7.500000
}
{OffscreenTerrainPreCaching
Enabled 1
Quality 1
}
{ObjectsLoD
LoDFactor 2.000000
}
{Shadows
MaxSliceCount 4
Size 1536
DLightContributionCullingThresholdS0 0.100000
DLightContributionCullingThresholdS1 0.100000
DLightContributionCullingThresholdS2 0.100000
DLightContributionCullingThresholdS3 0.100000
OmniContributionCullingThreshold 0.020000
}





