Nice wind effect ! Are these 3rd party or just addons from the same vendor ?
this would be an option..
.. it would require an upload.. for every aircraft near. Every multiplayer pilot who sees you gets your peer to peer packets. Could be a lot of traffic, when a model is first introduced, but why not ? the material would be in memory or cache only, like PG. Server side cache is an option, upload once.. It does require changes in MSFS, but this may be the way it could work, with protection, you can compress it.. 2025 maybe ? when most of us have 5G class connections ?
Those are home brew. GT Sport has a livery editor for which you can upload svg files to decorate the cars with. It’s a bit of work since the max size allowed for decals is 16kb. However that keeps the data size for liveries low and perfectly scale-able. You can choose to share the decals individually or the whole livery. (The car models are part of the game, can’t change those beyond some parts)
Anyway, the upload size stays small since it’s all vector graphics. It would be less demanding than a single photogrammetry building. To keep things ‘simple’, the plane you choose gets uploaded to the multiplayer server once when you press fly, then gets broadcast to players that see you. (and have set show player planes/liveries on).
It’s not much data, but it is a bit of work server side. Even if it’s all bitmaps instead of vector graphics, it’s still not that much data. You don’t get that close to other planes (they fade out anyway) so no need for 4K textures. It works for PG data, murals everything comes over intact. If there is no issue streaming a city made up of textures, a couple planes shouldn’t be a problem.
Depends on distance.. aircraft hulls are rounded, not square, like buildings. I think your upload transfer will be relevant, especially on large airports, where many peer aircraft can be near.. Maybe it should be benchmarked with some Beta testers first.. Landings..
The airplane boneyard in Tuscon runs smoother than any PG area
Performance wise it’s not a problem. However the bottleneck will be either requiring low poly models from 3rd party add-ons for distance viewing, or having the game do it itself. Rounded shapes are no problem with modern renderers. Tessellation from polylines makes the required data very low. However I have no clue what age the renderer and models are from in FS2020!
It will require a bit of work and there are still plenty more important things to fix. It would be nice and probably would also benefit the game in the long run. I don’t know how it works now, but having too much ground traffic at airports slows everything down a lot, while flying over that airplane boneyard stays smooth. It seems the moving airplane models are not very well optimized for the distance you usually see them at. (parked at the airport)
and I really do not mind seeing the cessna on a downwind at lax at mach 1.5.
It gives me a sense of how many people are actually flying a 3rd party aircraft around Lax at the moment.
Usually, I only see one…and that tells me that “most people” seem to be perfectly happy with all of the stock aircraft choices.
And I suspect this is the prime reason that we don’t see other liveries or other players’ tail numbers. Also the reason why there’s no inter-player comms natively built into the sim. You can’t have a G rating if you can’t control all the content and keep it G rated.