LOD problems - Trees & Water

So did Asobo acknowledge any of the downgrades or broken bushflights at all since the update?
The lack of communication starts to annoy me more than the actual bugs.


Submitted a Zendesk report, I do not like to have my visuals downgraded just because some had bad performance…

My fear is different: they downgraded this stuff because the traffic on their servers is to much. But this would basically mean that they could downgrade the visuals at any time they want and we can do nothing about it. Except complaining. But come on, if they already start downgrading stuff a month after release, how will it be in the future, if maybe sales are not that great anymore and user numbers dropping? Will the remaining simmers the suddenly have a downgraded sim not looking any better than FSX just because they want to safe some money by reducing the amount of their servers?


An absolute joke is when they show those world tour heavily edited videos from unfinished version.

Its marketing off course, but sadly many people will fall for that or dont notice that its not from current state

IMO its bad practice to advertise something that only MIGHT look like that in future, especially now if the trend is the opposite (degradation of visuals)


To be fair, this kind of scheme is employed in other sims, and most games. The difference though, is there is a lot done in order to mask this.

Take x-plane for example. It has a bubble as well, but it is far from obvious. It also extends out a lot further. But at high altitudes, you can see the edge of where the bubbles ends. In their case, I think it is actually a rectangle though.

Actually, at high atls you can’t really see it in x-plane. Because the cloud layers, haze, and other atmospheric phenomenon are used to conceal it. Even if you set weather to absolutely clear, the atmospheric distortion of light particles and haze still cover the area where dense scenery stops.

But when x-plane users run mods that remove these effects, then what they usually do next is go to the forums to complain about what they see. LOL.

Back to MSFS2020… what we are talking about here fundamentally gets back to the difficult balancing act that must be done to balance visuals with hardware compute power. By making the high detail bubble so small, they are trying to offer high graphic detail (at least within that bubble) and make it work for lower end hardware – and ultimately xbox hardware.

The problem is, people who bought current gen high end PC hardware for this, should not be held back to the same visuals that aged or lower end hardware (or consoles) can do.

I am sure they were hoping that users will be so amazed at how things look inside that bubble, that they won’t notice the rest. Clearly, that isn’t the case.

Getting to this patch, one of the things it was to address was “increase performance”. There are only two ways to do that:

  1. Find a more efficient way of doing the rendering work
  2. Lighten the workload

I think we all hope that what has happened is more efficiency has been implemented, but perhaps instead what has happened is the workload lightened by decreasing the bubble size and/or lowering the graphics quality.

There are great efficiencies to be gained by moving to a more modern graphics API, but they chose to stay on DX11. That is a design decision that I am sure is going to be a thorn in their side for quite some time to come.


it has been there since alpha 1 :frowning_face:

Yeah doesn’t look as good as before and I haven’t noticed my fps going up at all really. Somehow made it look worse AND get no performance gains :frowning:

1 Like

I went into “Global Rendering Quality” and changed it through all of the different settings, saving it each time. Then, I went though and manually adjusted the individual settings to tailor it to my video card’s capability (currently a 980Ti while my RTX2060 Super is away at RMA).

After doing this, the patchy trees issue went away, and the full forests are back.

1 Like

There has only been a fairly short timeframe between the initial release and the release of the current patch. Looking at the number of other significant issues that have not yet been fixed, where many of these would seem to be relatively straightforward to address by a well resourced development team.

Given these observations, it may be seen as doubtful that any significant or major breakthroughs would have been made in the direction of Point 1 in this short time period.

Unfortunately this leaves the uncomfortable possibility that the ‘improvements’ may only be related to Point 2.

1 Like

I’m beginning to wonder if reliance on having streamed data is such a good idea. I realize there are multiple petabytes, but perhaps there is a better way.

Streaming is prove reliable (Netflix, etc.) the question here is how they implemented in the game and what kind of infrastructure they have in the backend.

1 Like

Well. Based on the quality of fixes that were developed by the dev team, I actually don’t believe they got the most efficient product so there might still be room. They just need to put everything else on hold and do week or two of heavy perf optimizations…

Netflix has hundreds of millions of paid subscribers, and can afford the fast streaming infrastructure and bandwidth. Although MS can do it, I can’t see it being economically viable for a few hundred thousand users.

1 Like

The waves were a nice touch, but at the cost of everything else. They don’t look very realistic, and they move far too fast. At altitude, due to their size, they would appear to be moving very slowly. But they moved like the waves you might see at your feet while standing on the coast.

It’s the same disconnect you see while watching those old 50’s war movies, where the very well modelled battleship that is about three feet long has very unrealistic moving waves, even when they slow the footage down.

I spent a few hours this afternoon with some areas where I had screenshots low and med alt. Btw i’ve been at this since the sublogic days also. Here’s what i’ve noticed post patch.

Lighting less dark
Vector option for me wont make any difference to visuals
Better 2k framerate
Worse middle and FAR LOD
and a few other things already ,mentioed

All my screenshots before and after look the same ground texture, density buildings trees and vector. Higher may be a bit more blurry it’s subjective I dont have any screenshots.

What is clear is some folks have a huge difference posyt patch and for people that had to re-install i’m wondering if some of the sliders arn’t working correctly then people may not be able to get back what they had before.

I have an Ultra pic of an area of Edinburgh before and after and although I struggled to get the ac in the same location to take the shot, they look the same .

Water / water shaders seem worse, not so much in 4k but for sure in 2k.

What I did spend an hour on was bringing my nvidia colour settings panel up and tuning my brightness (blacks) contrast (whites) gamma and vibrnce to tune in a better in game view that works across night dawn day dusk (with the sim paused).

hth maybe we’ll get more word from Asobo about this and the other matters.

I would also say out of all the new sims we’ve had over the years there’s been nothing for me that looks and performs like this. To get so far so early in 6-12 months a lot of this will be tuned.

It is amusing that there’s another whole thread that claims the original version had too many trees and they were too big. Someone even created an app to reduce the size, and some people still complained about the density.
Just can’t win.

1 Like

this is not about density, but about drawing distances (which also reduces density but not density in terms of trees that shouldn’t be there).


Some people are complaining about trees not being where they were even at close range I believe. I understand the lod problem but both issues are being conflated here.


This is only amusing if you are unable to differentiate density, tree size and draw distance…


…and the inappropriate positions of some trees such as concrete harbour walls.