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Sorry for the delay in response. Here's the table for vertex limits:
The vertex count of the LOD0 glTF model above, is 176. You can find the actual vertex count by importing a glTF into Blender, and then see the vertex count. The .blend file doesn't help as it hasn't been processed yet as glTF. From the above, you can see the approximate minsize should be around 0%, using High only. So specifying LODs above the LOD0 is a waste of time. It just wouldn't help.
Also, Asobo gives us their method of deriving LODs:
100
They let the sim decide the best LODs. For more complex objects, a discussion with Asobo reveals they recommend decimating (or deleting small elements) to 25% glTf vertices of each decimated LOD.
So, for example, if your LOD0 has 100000 vertices, then the LOD1 should have about 25000, LOD2 should have about 6400, LOD3 should have about 1600, LOD4 should have about 400, LOD5 should have about 100. notice the word about. Using the above artist example, the sim then determines the LOD levels.
Or you could try to come close to the first table above? Either way, letting the sim decide the LOD's minsize seems to work.
The actual display is a combination of object size (bounding sphere) as a percentage of the vertical screen display, and vertex limit. Textures have nothing to do with that.
The texturing recommendations simply help your graphics card out. Rule of thumb for textures is use the least size and number of textures to get the job done. In sim, from 250 feet away, there's little use for COMP or normal textures. (My opinion). From 1000 feet away, maybe vertex colors can display OK... but unless you have dozens of 4K textures, your object should be good in the sim. Most end-users have pretty good graphics cards, and if they don't, they should use lower graphics settings.
Is this complicated? It seems so. A lot of back and forth in Blender. MCX can help with creating LODs and drawcall tinkering with textures. I sometimes play with the pioneer version of the InstaLOD app, but honestly, ModelConverterX usually does the job a lot easer.
https://docs.flightsimulator.com/ms...xtures/Modeling/LODs/LOD_Selection_System.htm
The vertex count of the LOD0 glTF model above, is 176. You can find the actual vertex count by importing a glTF into Blender, and then see the vertex count. The .blend file doesn't help as it hasn't been processed yet as glTF. From the above, you can see the approximate minsize should be around 0%, using High only. So specifying LODs above the LOD0 is a waste of time. It just wouldn't help.
Also, Asobo gives us their method of deriving LODs:
They let the sim decide the best LODs. For more complex objects, a discussion with Asobo reveals they recommend decimating (or deleting small elements) to 25% glTf vertices of each decimated LOD.
So, for example, if your LOD0 has 100000 vertices, then the LOD1 should have about 25000, LOD2 should have about 6400, LOD3 should have about 1600, LOD4 should have about 400, LOD5 should have about 100. notice the word about. Using the above artist example, the sim then determines the LOD levels.
Or you could try to come close to the first table above? Either way, letting the sim decide the LOD's minsize seems to work.
The actual display is a combination of object size (bounding sphere) as a percentage of the vertical screen display, and vertex limit. Textures have nothing to do with that.
The texturing recommendations simply help your graphics card out. Rule of thumb for textures is use the least size and number of textures to get the job done. In sim, from 250 feet away, there's little use for COMP or normal textures. (My opinion). From 1000 feet away, maybe vertex colors can display OK... but unless you have dozens of 4K textures, your object should be good in the sim. Most end-users have pretty good graphics cards, and if they don't, they should use lower graphics settings.
Is this complicated? It seems so. A lot of back and forth in Blender. MCX can help with creating LODs and drawcall tinkering with textures. I sometimes play with the pioneer version of the InstaLOD app, but honestly, ModelConverterX usually does the job a lot easer.
https://docs.flightsimulator.com/ms...xtures/Modeling/LODs/LOD_Selection_System.htm
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