[Xbox Series X/S] Visual Downgrade - LOD Reduction

Absolutely!

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I had maybe one CTD once every month or two. It was running and looking great for me in SU10- period.

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Me too! No CTDs with SU10, very few with SU9. But I love flying GA planes and it seems that running out of memory problem kicked in with bigger, advanced airliners.

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I hope that all the posts from different users sent also a bug report to ZENDESK !!!

Thats very important otherwise nothing will happen.

Thx for your support.

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Iā€™m not making any strict claims, Iā€™m merely pointing out that the Series consoles were likely hitting near maximum CPU load when MSFS2020 launched on them. The majority of added features, all ultimately contributing to CPU load, require compromises and extensive optimisation.

Iā€™m only basing this assumption on many, many years of PC flight sim experience. All of my dedicated FS PC rigs were cutting edge at their time of build, but often, settings had to be dialled back to keep within my preferred performance bracket if I installed any kind of add-on; let it be aircraft, weather mods, scenery, whatever.

Of course Iā€™m hoping we can have the best of both worlds, i.e. all current and future updates, complete with an SU10 standard of fidelity. Iā€™m just not convinced that Series X will allow us to have our cake and eat it, especially not over the coming years.

The entire thread is speculation, Iā€™m just throwing in more of the same, albeit from a different angle.

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Hello everyone,

It is not necessary to submit a ticket to Zendesk. As this thread is tagged with bug-logged, it is already entered into our system, and the devs are looking into it.

Thanks,
MSFS Team

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While this thread is speculative, yours is my favorite theory.

CPU Main Thread spikes cause stutters on PC and Series X alike. On PC, the way to quell these stutters is to give the CPU more overhead by lowering the Terrain LOD.

And before XBOX folks say, ā€œBut the Series X is plenty fast!ā€ please understand even the FASTEST PCs experience the stuttering issue if their TLOD is set too high.

CPU Main Thread stutters are different from GPU slowdown. When a GPU is the bottleneck, the FPS drops but time in sim continues. When the CPU is the bottleneck, the whole sim freezes for a moment or so. Time stops within the sim. Those stutters can interfere with flying, and they are especially common around the time of takeoff or landing when you most need smooth gameplay.

This sim is a CPU hog and TLOD is CPU reliant, not GPU reliant, and even the fastest, most cutting edge commercially available PCs need to scale back on some graphical settings in order to achieve smooth FPS.

So lowering TLOD increases CPU overhead, and reducing texture detail increases GPU memory overhead.

If you look at what lowering these details can do on PC, it might provide hints as to why it is currently being done on Xbox, and maybe even what they might do to fix it.

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Can you elaborate on this last part? Iā€™m curious to know your speculation on what this points to in terms of solutions.

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Even if the Xbox reaches its limit, it is still not a valid argument to truncate a closed system in this way. Many of us have paid lots of money for the deluxe version + addons knowing that the graphics are phenomenal. What weā€™re seeing here in SU11 is pretty bold if itā€™s actually not a bug. In my opinion, the way the graphics quality was cut here bordered on customer deception. It is clear to me that adjustments have to be made here and there in order to keep the performance stable due to new features. But what we see in this update is a difference like day and night and robs you of the great feel that made MSFS unique before.

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Nope, Series X

Couldnā€™t have said it better myself. I do feel robbed I must admit. If the console isnā€™t capable of the update - donā€™t release it! Iā€™d be more than happy to revert back to SU10. Give all those aircraft back no worries. More than happy with the aircraft there already.

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Letā€™s look at this like it is an airport that is being remodeled.

Sometimes you have to close one side of a terminal, but the rest of the airport must remain open while construction happens.

MSFS is a live, massively multiplayer online game. It, like an airport, must remain open. But the developers need to work on creating more CPU and GPU overhead, so they roll things back (hopefully temporarily) like closing a part of the airport terminal while the rest remains open.

This is likely a temporary fix to keep the game live while the devs work on streamlining the Main Thread processes to fit within 30 FPS on the Xbox, and the reduction in texture detail could be a temporary band-aid while they work to bring say, FSR onto Xbox (to reduce memory usage).

Again: This is just speculation on my part, to be used as an example. I do not know it to be 100% true.

We know the 40th Anniversary Update was a BIG DEAL and there was a hard deadline for release, the literal 40th Anniversary! And 12 new planes was the selling point of this update. Not smoother gameplay or better graphics. The planes gifted to us were a way to draw new and returning players back to MSFS because the Game Pass business model banks on bringing people back to games they have already played, as it is MUCH cheaper to update a game like MSFS or Halo, and add some new content to bring folks back, than it is to drop new AAA titles to Game Pass every month (hence the MSFS 10 year plan).

So I suspect someone in charge of making hard decisions had to decide to roll some fidelity back on the Xbox so the big update could be released on schedule, knowing full well it would take too long to fix the CPU and GPU bottlenecks the new update would cause on Xbox if nothing was done to compensate.

Someone likely chose to block a side of the terminal to do some repairs while keeping the rest of the airport open. And I imagine that was not a fun choice to make.

Make sense?

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I donā€™t accept it. I want to have my McDonaldā€™s in the side of the terminal thatā€™s closed. Terrible analogy I know but my point is that itā€™s too late in the day to change the sim to a completely unrecognisable state. I was going to say revert back but itā€™s never looked this bad! Not since the days of hmmmm is it too generous to say FSX?

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Letā€™s not pretend I know more than anyone else. I was asked to speculate so I did, and I took pains to make it abundantly clear I was speculatingā€¦ which served two purposes: It answered a personā€™s direct, on topic question to me, and bumped this thread to keep it in the forefront of the issues people are currently discussing in this forum.

You can give all those aircraft back and the issue will still remain. It was present during the beta, while the new planes werenā€™t.

And while that is a fun thing to say in here, IMAGINE the NEW thread people would make in here if the planes were removed to appease you! :joy:

I am sorry, but we are stuck with those twelve free planes.

I can confirm this. While performance in general is very smooth in SU11, the 1 or 2 (heavy) stutters occur primarily when taking off at speed, and just before touchdown. It doesnā€™t matter if itā€™s a payware airport or stock one.

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Happens most often at or near big airports by photogrammetry cities.

And yes, there is a thread on these forums about as long as this one concerning THAT issue on Xboxā€¦ and another handful of large threads discussing the same issue on PC.

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The good thing is though, prior to SU11 those heavier stutters led to a CTD very often.

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Here is the most infamous and long thread that talks about the Series X stutters. A pretty annoying read that turns into an Xbox vs. PC debate. And if you search, ā€œXbox stutterā€ you will find many more. Folks were as annoyed by stuttering as they are by the loss of visual fidelity. But the way you quell stutters like these in MSFS is by rolling back the Terrain LOD.

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