I believe he was not asking for examples, rather, that comparison examples are using the same settings. This is the only way to assessing factually whether there is any difference, which I understand posting detailed screenshots you can compare like the ones I’ve posted 24 days ago:
Facts and illustrated comparison between previous versions and v1.9.3
This is about comparing SFO in FEB2020 and SFO in v1.9.3. It shows there isn’t much difference when seen from this point of view globally, but there are differences nonetheless in some of the details.
This post is also highlighting the shortcomings of the rendering engine: it is calibrated for viewing at zoom 1:1 which is obviously degrading the quality of what you see as soon as you zoom in even a little (like zooming in a .JPEG image ever slightly so) aka “Melted Buildings”, “Low Res ground textures” etc…
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Speaking of LOD Factual Bugs
I’m relieved there are no errors at all and they can’t find any bug about this:
- Trees are no disappearing then reappearing in the middle of the forests
- Conifer trees are not disappearing differently than Deciduous depending on HIGH or ULTRA settings
- Trees are always drawing regardless of the terrain tile LOD below it.
- The simulator is not using the square root of the Terrain LOD setting instead of the value in percent.
For those wondering what this is about, here are the posts detailing the problems:
LOD problems - Trees Fix Revisited (the higher tree size the farther draw distance)
[16OCT2020 Update] - the higher the Terrain LOD, the shorter the Tree LOD distance!
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Speaking of LOD Settings Suggestions
It looks like suggestions about splitting LOD settings for terrain texture, photogrammetry and the other objects, and documenting the reasoning behind this idea is not necessary anymore:
The LOD distances (v1.8.3 and v1.9.3) are trading off distance for performance but they are adjusted to render objects at 1:1 zoom view in 4K (both photogrammetry and ground textures).
At this zoom level and in 4K, photogrammetry mesh and ground textures are displaying just the right amount of details to fill enough pixels on the screen for their respective projected surface size.
In short, the renderer is dropping some resolution and details which are imperceptible to the eye under a given viewing condition (zoom 1:1, distance to objects).
It is similar to JPEG compression which is displaying similar picture quality to the original at 1:1, but it is showing compression artefacts when zooming in.
@Jummivana
Thank you for conducting the interviews and trying to focus the questions on the most important matters to the community, it is much appreciated! The live Q&A session is too short and we can’t blame them not knowing every single ongoing discussions about any single problem. However if the LOD question is still prevalent in the next Q&A, here are factual bugs I’ve extensively detailed so that everyone can easily reproduce and compare against.