Help - Low-Poly Buildings and Trees on Ultra Settings



Over the past few months, my better PC (i9-10850k, 3070, 32GB) has consistently had issues with building and tree detail despite running smoothly at 30fps on all ultra settings. As visible in these screenshots, trees and houses are very round/contorted. The more I zoom in, the worse it gets. This also applies to points of interest. I’ve ensured that Photogrammetry is on, there are no data caps, rolling cache is cleared, and that there are no conflicts with GeForce global settings. When I lower the resolution from 1440p to 1080p, GPU load drops but the poly count never improves. The game has been re-installed several times with no success. This is particularly baffling because my other PC has immeasurably better detail despite only sporting a 2060.

Has anyone here encountered a similar issue and found a fix? I might be out of ideas with this one.

Low internet speed. Clear your cache when dropping down to 1080p or you might still be loading the stuff 1440p couldn’t keep up with. If you’re on Wifi try with Lan instead.

Temperatures OK? particularly chipset otherwise it’s probably RAM. Check XMP profiles and ensure you are using the memory slots that your motherboard favours in the manual.

If none of that changes anything I’d start looking at data transfer rates from your hard drives. And make sure you let Windows handle virtual memory.

These are Photogrammetry buildings though, they are like that. If you want to compare, try to turn off Photogrammetry in your Data settings, and that should force the sim to render generic building that doesn’t have the issue.

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True even though he says his other PC is better that in itself is pretty subjective. Maybe it’s just a particularly poor PG area.

yeah, exactly. It’s dependent on the actual photogrammetry data itself. You could have a supercomputer, but if the photogrammetry data is horrible, then it will look horrible.

Pixel density, screen quality also … I’ve two 1080p monitors, a BenQ and an Eizo - they are like chalk and cheese.

Yep. It’s the photogrammetry melting the buildings (more obvious in the first pic). The sim seems to very quickly drop the number of polygons which becomes really noticeable on smaller buildings which often end up as squashed pyramids.

I’ve now turned it off as it was too distracting.

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Some areas/cities have better quality PG, others not so much. I’ve never seen the technology in action, but my assumption would be that multiple passes, gathering more data points would lead to a better representation of the objects being imaged. Plus larger buildings, having a larger surface area, would image better.

Both of these assumptions would explain why the large skyscrapers in a city centre would look much better than some single story buildings out in the suburbs, as well as smaller structures such as trees.

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Thanks for the suggestions, everyone! Temperatures are good, data streaming never approaches 100 Mb/s download, and I’ve tripled the virtual memory allocation from default settings just in case. I’ve noticed that the poly-count does vary drastically between cities around the world, so it probably is a PG data quality limitation. I guess I didn’t notice before, since the old PC couldn’t support stable framerates to fly so low.

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In the most recent Q&A it was mentioned that they will revisit photogrammetry over time as better source material becomes available.

At present some regions were out together with really quite old data and this impacts the quality of the photogrammetry. Others have higher detail source material so the photogrammetry is better…

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