• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSX Are excludes efficient?

Messages
558
Country
newzealand
Are excludes efficient?

For example, if you had a part of a bgl that you wanted to be hidden (i.e. a certain type of landclass or water body) is it OK to simply include that type in the BGL and then use an exclude to remove it? Or is that horribly inefficient?

The other option is to provide separate versions of the scenery with certain types not included....but that has an impact on distribution/file sizes.

Any ideas? Are the excludes run before the BGL is loaded or after the BGL is loaded?
 
Excludes have a habit of doing what they are asked to do, most of the time. Remember that excludes don't work horizontally, they only impact what's been previously read into the sim. So if you are going to put something in and then take it out, the exclude must be in a higher level folder.

I think the underlying question would be why ask the sim to read, process and then exclude it away. Depending upon what that all entails, it could be inefficient. I try not to ask too much of the sim with what I do, because I realize there's a whole lot more that could be added to it besides what I produce.
 
If you mean terrain exclusions, I believe Doug Mathews from MS has said something to the effect that the order of shapes in a bgl file is indeterminate and if you need to control order they must be in different files. For scenery exclusions I'm not sure.

scott s.
.
 
Excludes have a habit of doing what they are asked to do, most of the time. Remember that excludes don't work horizontally, they only impact what's been previously read into the sim. So if you are going to put something in and then take it out, the exclude must be in a higher level folder.

I think the underlying question would be why ask the sim to read, process and then exclude it away. Depending upon what that all entails, it could be inefficient. I try not to ask too much of the sim with what I do, because I realize there's a whole lot more that could be added to it besides what I produce.

haha yes indeed...excludes certainly are finicky!

The reason why Im asking is because I have a couple of options of how to implement a feature- One is to simply compile the scenery without the items I don't want to show, the other is to compile it all and then exclude what I don't want.

The idea is to reduce the impact of high quality day on users machines that can't handle streaming it in....but if the data is actually loaded and THEN excluded then there is no point using excludes to try and boost performance.

The flip side is a larger (file size) scenery addon and/or more files to load.
 
Back
Top