Hi Vetle:
MSFS' LODs need not be as 'coarse' / low resolution as GEDOT photogrammetry to reduce performance hits.
I would do some tests in Sketchup's
Universal Importer Ruby Plugin Script by Samuel Tallet (also author of Sketchup PBR):
https://sketchucation.com/plugin/2275-universal_importer
I would seek an update on Arno's MCX LOD creation feature (years ago he had a video showing a live 3D preview of this in MCX).
https://www.fsdeveloper.com/wiki/index.php?title=ModelConverterX_LOD_Creator_preview_video
FYI: You may play this and other Flash-based videos with Ruffle:
https://ruffle.rs/
I would welcome a better understanding of how and when one might best implement these MCX Options:
* Drawcall batching working LOD specifies if levels of detail should be retained when drawcall batching is enabled.
* Auto generate LODs specifies if the line to automatically generate LODs file should be added to MSFS 2024 model XML files.
And of course, I would intensively review this section in the MCX PDF Manual:
13.7 Level of detail
While decimation features can greatly reduce Poly (Face) counts, it is actually vertices that "count" most for FS performance.
When processing a 3D model prior to export to Blender, consider use of the MCX Material Editor: MCX icon toolbar > icon_#7
MCX icon toolbar > icon_#7 > Material Editor > [Textures] tab
MCX icon toolbar > icon_#7 > Material Editor > [Draw Calls] tab
MCX icon toolbar > icon_#7 > Material Editor > [Optimize] tab
I have not seen anything yet from an Asobo geek that elucidates techie info for MSFS in detail as Aces' Adrian Woods did for FSX:
Optimization of a 3D model for performance requires minimizing:
Draw Calls > Texture Vertices > Polygons ( =Faces @2 Triangles each )
IIUC, Blender and Sketchup both use the term Face for Polygon.
IIRC, according to Arno, and former ACES blogger "Adrian Woods" (aka "Torgo 3000" ?) texture vertices (aka "T-Verts") ...may yield a 3-fold greater vertex count in a MDL when compared to just the basic wire-frame of a Model's un-textured geometry.
An archive of Adrian's Blog IMHO, is still relevant to authoring 3D content even for MSFS via DX-11 and DX-12 ...and is here:
https://web.archive.org/web/20081002061947/http://blogs.technet.com/torgo3000/default.aspx
With regard to Adrian's perspective on optimizing FS run time rendering engine performance via the 3D modeling process, see:
https://web.archive.org/web/2008100.../performance-art-3-polygons-don-t-matter.aspx
https://web.archive.org/web/2008100...rt-2-when-is-a-draw-call-not-a-draw-call.aspx
https://web.archive.org/web/2008100...o3000/archive/2007/06/01/performance-art.aspx
If / when one creates MIPMAPs for 3D models to be shown at greater distances, and one is tempted to use 1-color (or vertex color ?), see:
https://web.archive.org/web/2008100...lways-use-a-texture-and-bones-ain-t-free.aspx
Notice Adrian's mention of
4x4 blocks of solid color as a minimum texel array on a Material mapped texture sheet (...for FSX / DX-9 ! ).
Notice as well, Adrian's advisement relative to UVs and MIPMAPs for model parts using solid colors mapped to a Material texture sheet.
But we now know, MSFS' SDK requires
8x8 texel array minimums for successful run time rendering (...even if 3D models "compile"

):
https://www.fsdeveloper.com/forum/threads/what-texture-file-format.453697/post-891353
https://www.fsdeveloper.com/forum/threads/new-project-guide.455707/post-905366
While eventual decimation may be indicated for some highly complex 3D models, in some cases where external surfaces are the major concern, "smoothing" may also facilitate run time rendering performance via reducing the number of required surface normal calculations for lighting.
While I also have not seen info yet from a geek at Asobo providing info on "welding" relative to performance and minimizing shading artifacts with 'smoothing' for MSFS in the same detail as Aces' Adrian Woods did for FSX:
https://web.archive.org/web/2008100.../performance-art-3-polygons-don-t-matter.aspx
...the MSFS SDK does have this to say:
https://docs.flightsimulator.com/html/Asset_Creation/Textures/Textures.htm?rhhlterm=smoothing
https://docs.flightsimulator.com/ht...rame/Modelling_Process.htm?rhhlterm=smoothing
...and Blender's Manual has this to say:
docs.blender.org
https://forum.unity.com/threads/smooth-vs-flat-performance-which-answer-is-right.487865/
BTW: A nice example scenario (from 2007 !
) is cited by Fr. Bill Leaming (aka "n4gix") on the importance of "welding" ...here:
https://www.fsdeveloper.com/forum/threads/xtomdl-vertex-limit-problems.7831/post-51304
In light of Arno's comments, this begs a question:
should we use 'sharp' Edges or "smooth" Edges ...on UV (un-)wrapped 3D models textured with 1-piece "wrap-around" Materials ?
PS: A discussion on MCX and LODs in relation to a FS project in Blender:
https://www.fsdeveloper.com/forum/threads/lod-questions-need-clarification.451229/
GaryGB