Night lighting LOD transition leaves unlit gap between distant and near tiles

ISSUE DESCRIPTION

Description of the issue: When flying over cities at night, night lighting LOD transitions are not blending correctly. Distant (low LOD) lighting tiles fade out too early, before the closer (high LOD) tiles finish loading in. This creates a visible unlit “band” or gap between the two LOD ranges.

Coordinate or location of issue: Downtown Tokyo

FREQUENCY OF ISSUE

Every time when flying low, at night, over large cities.

REPRODUCTION STEPS

  1. Use any TLOD (I tried 100, 200 and 400)

  2. Fly over any large city at night (e.g, at 3,000-10,000 feet).

  3. Observe the night lighting tiles in the distance as you approach.

  4. Notice that distant lighting fades out before the nearby, higher quality tiles load in.

  5. As the near LOD lighting loads, there is a visible “pop-in” effect where previously dark areas (between the two LODS) suddenly illuminate.

YOUR SETTINGS

This issue occurs with no mods and add-ons. It is not an issue with TLOD or OLOD, It still happened with TLOD at 400 and OLOD at 200. I have not made any changes with developer mode and am not in developer mode. I am using DX12 (I think? I thought FS2024 is exclusively DX12. I don’t see an option for it in the settings at least). I have an AMD RX 7700XT. I don’t believe any other pc specs are relevant. I only have SSDs so its not a bandwidth issue.

MEDIA

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This topic has been moved to the Sim Update 4 Beta | MSFS 2024 > Install, Performance & Graphics category as the user has reported this to be SU4 Beta specific.

This is the exact same issue that is happening during daytime. Although during daytime it’s not that visible.

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Is that could be the same than reported here for AMD GPUs ?: "Sepia mask" has a hard edge in the distance that looks really bad. Can't figure out how to get rid of it

No this is completely different. In that post, the user isn’t even close enough to get the high detail LOD. That users screenshots how him at about 70,000ft. The issue I described only happens when the high detail LOD is loaded.

Same for me, LOD 350. No street lights are generated beyond this dark field. Before SU3, the light sources extended to the horizon.

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If the low LOD loaded out just a little later, then the transition would be seamless at least

Same issue in here

Fixed in 1.6.29.0