Why can't LOD be more dynamic?

I understand while a plane is in the air and the POV is constantly changing and so many graphical items have to rendered, the LOD must be reduced in order for the console to keep up.

But in the instance as shown below where the plane is stationary on the ground, why does LOD suffer such degradation simply by unzooming. The detail has already obviously been downloaded and the view is not changing other than the magnification factor, yet the LOD breaks down severely. It really looks bad.

I hope this is something that can be optimized in the future.

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I think you might want a less dynamic LOD, as the pop in is due to a very dynamic LOD. Closer things are more detailed. I sense you want that detail to maintain at a greater distance than it currently does.

Work around? Don’t zoom in and out on things over and over again. :face_savoring_food:

I kid, the LOD and pop in are ridiculously noticeable. Especially on console with the current settings.

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Looks like it’s doing exactly what you’re asking for: when it zooms in it loads up a higher LOD of the various object models and subs it in, then when you zoom out it dynamically returns to the base LOD. Zoom in again, back to high detail. Zoom out again, back to low detail. Exactly as designed and asked for.

That’s not really what I mean. When the plane is stationary, the LOD should be increased to show more detail at a further distance.

Alas, that is not how it works.

When the plane is stationary at an airport is among the MOST taxing times for your system. You are on console. No?

On PC you can easily confirm this. In fact, it is best to set your graphics up to run smooth at a busy airport on PC, because you know it will be smooth everywhere else.

“LODs” are just different versions of the same asset, more or less detailed depending on their distance to the POV.
The LOD of an object depends on its distance from the observer, not on the fact that the observer is moving or stationary. When you are looking at a small portion of the scenery, few objects are in your point of view and they can be displayed at higher LOD; when you are far you see many more objects in your field of vision and they need to be lesser versions of themselves, made of fewer polygons in order to keep the framerate and the memory occupation acceptable.

@MrFuzzy1337 @TheM00ps

The way object LODs work in the sim is not based on distance to the observer(camera), but rather the objects screen size in pixels(%) on screen.
Which is great on one hand but not so great on the other, because it means that things like zoom/FOV will impact it. On top of that the LOD is way way too aggressive “up close”.

You can find info on it here: LOD Selection System

What they should do, however, is to force highest LOD on whatever aircraft you are using, no matter what zoom levels (or at least on the 3-ish highest values). We would be able to do this manually in the xml files, but of course we dont have those so no luck.

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Please edit the title to “less dynamic”. We don’t need more dynamic LoD when the object popping issue is as bad as it is now, especially in MSFS 2024. Given the multitude of issues this sim has, we need to be super specific and clear to the devs about what we mean when we point out issues in the sim. Otherwise, they will not be able to give us clarity on whether they can solve it.

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It is bad, yeah, makes 2020 look like a gem.

The dynamic LOD is too aggressive, I agree. Hopefully, this aspect will be improved in the coming months.

Also, OP, as one gentleman pointed out - you need to change the thread title to “less dynamic” - more dynamic would mean more aggressive LOD points, so you’ll actually be seeing more stuff popping in and out with distance!

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Stock LOD values for asobopassive AI models it 5,4,3,2,1. To make it better, 4,3,2,1,0.5 makes it little better.

But downside is, that you cant force one LOD to be used like you can in MSFS2020. For example just edit exterior.xml to have LOD0 with value 0.5%. That is because this LOD system is hard coded and it must use all the 5x LOD´s.

I will try today values 1.0, 0.9, 0.8, 0.7, 0.6 to see if it has some benefits. I can manually do that bacause i have downloaded all the asobopassives with VFS (virtual file system) and made asson about those. And to make them load faster, i have included liveries and model gflt files in the addon also, so it wont download them from the cloud in first place.

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IMO the biggest issue is that the LOD levels are far too close to the user. Even with high LOD settings, the distances where the changes occur are far far too close to the object or user.

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Interestingly, there are minimal to very little or almost no LOD issues in Xbox MSFS '20. Sure, the quality and draw distance regressed which they allegedly said they would address in SU16 but it is nowhere as bad as MSFS '24.

Disappointing update, looks like we’ll have to wait till SU2 beta to see improvements in LOD, ground texture sharpness, faster loading in PG areas, draw distance, etc. Not to mention the eyesore overexposed HDR.

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I will be very surprised and eat my words, if any of that is fixed is SU2.

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If anything, I think they said they are doing the opposite, making it more aggressive because of performance issues.

Isnt that great?

But hey, at least we have high quality pebbles, wheel-tracks, trees and animals on the ground because people prefer hiking and taking scenery pictures in this flying simulator.

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I’m not convinced that it could be any more aggressive than the 1 mile sphere that we currently have in FS24 when flying airliners - streetlights popping in so close I can’t see them from the cockpit

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