What settings maybe in graphics will make objects like planes, buildings ,parked plane textures ect pop in faster? Some stuff doesnt showup till late when within 100yds of objects
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Would like to know this a well. I like to fly GA planes low and enjoy the scenery along the way. The very late loading of scenery and objects really takes away from the immersion.
In graphics settings expand âGlobal Rendering Qualityâ and increase âObjects Level of Detailâ.
What is your internet connection speed?
Textures (and I presume objects) are streamed. Even if you have a fast connection, youâre reliant on how much data the server can deliver. Thereâs much speculation right now that the servers simply canât keep up.
Isnât it TLOD that affects the distance at which objects become visible, while OLOD is more about the resolution of those objects?
250mb connection i pushed both terrain lod an object lod to max to see and i still seen pop in late. That used up all my ram though on 12gb vid card and 32gb system lol. Their specs for top end really are correct if you push the game. I could use a 16gb vid card and system of 64gb ramâŠ
in 2020, OLOD affected only airport objects, dont know if its different in 2024
Not doubting you, but arenât there objects in the FS20 world other than in airports whose quality is affected by OLOD?
Or are they controlled strictly by things like the settings for âBuildings, Trees, Grassâ?
now im starting to doubt myself tbh⊠but if i remember my experiments correctly, olod=only airport objects
and ALL the rest of things are controlled Tlod
but take it with a grain of salt
No. TLOD is Terrain Level of Detail, and affects terrain features like ground and mountain textures, city sprawl lighting at night, etc. OLOD is Object Level of Detail and determines how far away objects are spawned in and drawn. Too high an OLOD setting can give you lower performance if youâre near airports or complex sceneries as all the ground-side cars spawn in, along with usually lots of GSE, construction equipment, whatever.
Thanks.
So basically, TLOD really only matters when youâre at altitude, and the horizon is far away, while OLOD becomes less important at altitude.
Yep, that what certain mod for FS2020 that weâre not supposed to talk about on the forum has options to increase TLOD with altitude, and to decrease OLOD with altitude, and vice versa. You generally donât need high TLOD on the ground, but you probably do what a relatively high OLOD.
I strongly suspect FS2024âs dynamic qualiy setting and frame rate target do the same thing. I wish there was more granularity in the dynamic quality controls besides simply setting a frame rate target, though I can understand why they chose to go simpler here if for no other reason than to reduce support burden from people messing with LOD settings they donât understand and then complaining they didnât work. An FPS target is pretty simple to set and understand.
IMHO, reducing that granularity could lead to even more frustration. I donât know how well the current âDynamic LODâ implementation works, or how effective it is. I donât use it - because of the lack of control it gives me.
Itâs clichĂ© but apropos to say that itâs all part of the dumbing down of technology, akin to the gamification of a complex simulator or Windows tablet emulation GUI.
I have the most top end pc currently, on all ultra settings and mine still pops in objects too. Itâs vastly immersion breaking. So it isnât a slow pc issue. I even set a 200gb cache, hoping it would cache all that stuff but that didnât seem to help either. Iâm thinking about upping it to 500gb just for kicks, but I doubt Iâll see an improvement. I assume that cache is just map data, not how objects are rendered.
Correct, however fetching the map data from a local disk cache versus from a server will in some cases improve rendering speed and lessen the popping effect.
Iâd guess that setting up the rolling cache file in memory (an old fashioned ram drive) versus increasing the size of the current disk cache will get you a bigger improvement.