• 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.

MSFS24 How to make a scenery acceptable ?

Messages
13
Country
france
Hi,
I would like to do a check list to be clean and so that my first scenery get accepted by the community, platforms, marketplaces and obviously … gamers/simmers !

Here are a few questions :

Do I have to Lod every assets ? (I only lodded the complex ones)

I Use pbr textures from ambientCG CC0 1.0 and will mention this credit : Created using <asset name> from ambientCG.com,

licensed under the Creative Commons CC0 1.0 Universal License.
Is it ok and enough ? Do I have to mention every textures ?

Cgtrader assets (i have a John deere tractor)
I will mention this :
Tractor John Deere by sonalbhagora on Cgtrader licence royalties Free licence (Sharing copying remixing and commercial but no redistribution, selling or AI training)

My compiling Log looks clean, there are a few warnings such as renaming objects when an object with the same name already exists but zero errors.

CAN I Feel Free to create POI Star with one of my handcrafted asset ? (Historic buildings, castles …)

Do I have to mention autorisations that I’ve been given from owners of these buildings ?

Collisions : do I have to set « collision material » on every texture ? I’d like to keep a few ones without collision material, for gaming expérience…

I used 2k textures only (2048*2048) in .png format, and some of them are not pbr, only color based … is that ok ?

What are you considering as a good performance optimisation ? How to do that ? Is there a way to count every vertices in a scène or do I have to validate on my own that performance and fps are correct ?

Do I have to double check something else I’ve forgotten ?

Thank you very much for your help !
 
Hello:

I believe your inquiry, when an answer is received for all its questions, will be helpful to others here. :)


Because there are (still) some differences in MSFS 2020 and 2024, it is important to distinguish the requirements for each.

To distinguish those requirements, I recommend in the future to always identify which version of MSFS your posts pertain to.


To help FSDev index, and forum participants to follow or contribute posts to- your thread(s), it will be important for you to:


* Please state which version of FS this thread pertains to; edit your first post (aka "Opening Post" aka "OP") to insert this info.


Choose a FS version that is subject of a thread by clicking the 'down arrow' next to "(No prefix)" ...when starting new threads. :pushpin:


It is a good idea to go back and edit your posts to add the MSFS version prefix while you only have a few posts here thus far. ;)

Thanks.

Do I have to Lod every assets ? (I only lodded the complex ones)

LODs are a good idea in both the 2020 and 2024 versions of MSFS; but LODs are REQUIRED in 2024.

In 2020 it is at least the 'complex' 3D models that should have LODs included.

GaryGB
 
Last edited:
Oh thank you Gary, so I stated the version into the thread (MSFS 2024) and one another post. I hope it's correct now.
When you say "LODs are required in 2024" on every asset, what minimum depth is required (LOD0,1,2,3 ... ore more) ?
Or, there might be an official list of requirements for msfs 2024 somewhere ?
 
Hi again:

Thanks for helping us to sort out our thread topics in forums and sub-forums; the amount of info here at FSDEV is vast.


I have not had time to explore the LOD system reportedly required in MSFS 2024, but here is a query on that at FSDEV via Google:

https://www.google.com/search?q=site:+www.fsdeveloper.com+MSFS+2024+LOD+required&client=firefox-b-1-d&hs=sSmp&sca_esv=9f8463f094060b86&ei=4FTuafKsC6eLruEPipnCeQ&biw=960&bih=469&ved=0ahUKEwjynOe0joyUAxWnhSsGHYqMMA8Q4dUDCBE&oq=site:+www.fsdeveloper.com+MSFS+2024+LOD+required&gs_lp=Egxnd3Mtd2l6LXNlcnAiMHNpdGU6IHd3dy5mc2RldmVsb3Blci5jb20gTVNGUyAyMDI0IExPRCByZXF1aXJlZDIFECEYoAEyBRAhGKABMgUQIRigATIFECEYoAFIppgCUIseWOiDAnABeACQAQCYAZMBoAHKHKoBBTI3LjEyuAEMyAEA-AEB-AECmAIooALjHcICDhAAGIAEGLEDGIMBGLADwgIUEAAYgAQYigUYjQYYsQMYgwEYsAPCAggQABiABBiwA8ICCxAAGIAEGLEDGIMBwgIREAAYgAQYigUYjQYYsQMYgwHCAg4QLhjHARixAxjRAxiABMICEBAAGIAEGIoFGEMYsQMYgwHCAhoQLhiABBiKBRiNBhixAxiDARjHARivARiOBcICERAuGIAEGLEDGIMBGMcBGNEDwgIOEC4YgAQYsQMYxwEY0QPCAhQQLhiABBixAxiDARjHARivARiOBcICCBAuGLEDGIAEwgIIEAAYgAQYsQPCAg0QLhiABBiKBRhDGLEDwgIUEC4YgAQYigUYjQYYsQMYxwEYrwHCAgsQLhiABBixAxiDAcICEBAuGIAEGIoFGEMYxwEY0QPCAgoQABiABBiKBRhDwgINEAAYgAQYigUYQxixA8ICChAuGIAEGIoFGEPCAggQLhiABBixA8ICEBAAGIAEGIoFGEMYsQMYyQPCAgQQABgDwgIIEAAYgAQYkgPCAgsQLhiABBjHARjRA8ICCxAuGK8BGMcBGIAEwgIFEAAYgATCAgsQLhiABBjHARivAcICBRAhGKsCwgIFEAAY7wXCAggQABiABBiiBJgDAIgGAZAGCZIHBTI1LjE1oAfFxAGyBwUyNC4xNbgH3B3CBwcxLjI4LjExyAdhgAgB&sclient=gws-wiz-serp


The fascinating possibilities offered by MSFS' SimPropContainer system is on my list to explore first before I plan my LOD use.

https://www.google.com/search?q=site:+www.fsdeveloper.com+MSFS+2024+SimPropContainer+LOD&client=firefox-b-1-d&hs=tSmp&sca_esv=9f8463f094060b86&biw=960&bih=469&ei=BlXuacf3CraxruEPtc-buA8&ved=0ahUKEwjHkvbGjoyUAxW2mCsGHbXnBvcQ4dUDCBE&oq=site:+www.fsdeveloper.com+MSFS+2024+SimPropContainer+LOD&gs_lp=Egxnd3Mtd2l6LXNlcnAiOHNpdGU6IHd3dy5mc2RldmVsb3Blci5jb20gTVNGUyAyMDI0IFNpbVByb3BDb250YWluZXIgTE9EMggQABiABBiiBDIIEAAYgAQYogQyCBAAGIAEGKIEMgUQABjvBTIFEAAY7wVI1YQBUABYiF5wAHgBkAEAmAGGAaAB4QKqAQMzLjG4AQzIAQD4AQGYAgSgAu0CmAMAkgcDMy4xoAf_DLIHAzMuMbgH7QLCBwUwLjMuMcgHCIAIAQ&sclient=gws-wiz-serp

GaryGB
 
Last edited:
The SDK documentation explains what's required:

Hi Rob:

That is certainly a helpful part of the documentation to be considered.

It was interesting to read what I believe may be new info, in the inferred disclaimer Asobo included on that web page:

"SCENERY LODs

NOTE: Due to the addition of SimPropContainers to the simulation, this page is only relevant to the legacy method of modelling scenery, ie: large-scale modelling.

In order to ensure optimal performance in Microsoft Flight Simulator 2024 for the models created for your add-ons (scenery, airports, aircraft, etc..) it is important to have a series of LODs created for each model. This is because levels of detail will be loaded into memory only when necessary, ie: only the data necessary to display a model will be loaded into memory at any time. To make sure this actually functions as designed by optimising performance, it is important that lower resolution LODs use less memory. Note though that the sum of the LODs in memory can still be relevant if an object is instantiated multiple times all around the player. In that case, multiple (or even all) LODs may be loaded and displayed at the same time, thus exist in memory at the same time, making optimising everything of paramount importance."


It was interesting as well, to read what i believe may be new content in the first part of this web page on SimPropContainers (linked above):

https://docs.flightsimulator.com/ms...ling/Landscape/Modeling_SimPropContainers.htm

"Overview

In Microsoft Flight Simulator 2020, airport buildings were generally comprised of large meshes with a lot of details, and as such were often very expensive in terms of framerate and memory. Their large dimensions meant that many of the smaller elements were displayed at all times, regardless of the distance to the camera or the size on screen of those elements, and for very large buildings the LOD system didn't help much since the camera could be close to one part of the building but far from another - so a large number of polygons would be computed and some memory would be used for objects that are at the opposite end of the building, and either not visible or meaningless from the user point of view."


Of note (to me, at least, and intriguing, as it was IMHO, originally not clearly explained for a lay person) ...is this content on SimPropContainers:

https://docs.flightsimulator.com/ms...Editor/Objects/ProceduralInstance_Objects.htm

PROCEDURAL INSTANCE OBJECTS​


A prodecural instance object is an object element that has procedural properties and that - when spawned - will look different based on numerous factors like geographic location, weather, etc... These objects can only be used inside SimPropContainer Objects and include things like airport workers, vehicles, and passengers, and can be used to add life and colour to a scene.

Procedural Instance Examples


When you select this object type you will be presented with a list of different procedural instance elements listed in the Objects window:

proc_inst_1_objects.png


The exact number and kind of elements listed will depend on the version of Microsoft Flight Simulator 2024 that you are running as well as what packages you have installed and whether you have added any custom ProceduralAssets packages.


https://docs.flightsimulator.com/msfs2024/html/2_DevMode/Project_Editor/Asset_Types.htm#h3

ProceduralAssets​


This asset type is used for the materials and models and other base assets that are used to generate procedural assets (ie: buildings and other scenery objects that are generated randomly from a few base assets and parameters). For more information please see here:


https://docs.flightsimulator.com/ms...ssets_Editor/The_Procedural_Assets_Editor.htm

THE PROCEDURAL ASSETS EDITOR​


COMING SOON ! :rotfl:



IIUC, these entities will be distinct from SimPropContainer "Library" objects ? :scratchch

https://docs.flightsimulator.com/msfs2024/html/2_DevMode/Project_Editor/Asset_Types.htm#h2

SimPropContainerLib​


This asset type is used for storing SimPropContainer Objects. These assets are comprised of multiple Scenery objects or SimObj objects which are collected together in a single "container" so they can be placed as a single object within The Scenery Editor. For more information, please see here:


https://docs.flightsimulator.com/ms...y_Editor/Objects/SimPropContainer_Objects.htm


Also of interest (to me) was that Google cited an excerpt from MSFS 'Release Notes' stating "New Instancing option added to the Scenery...";

https://www.google.com/search?q=sit...GHfvLMMUQ8tMDegQIKxAE&biw=960&bih=469&dpr=1.5


...when the pertinent link is clicked and the page searched:

https://docs.flightsimulator.com/msfs2024/html/1_Introduction/Release_Notes.htm

...that text: "New Instancing option added to the Scenery..." is missing. :scratchch



Chris Brittain (aka "Rotornut44") asked a question on this in March 2025 at MSFSDevSupport;, curiously, he has not (yet ?) received a reply. :stirthepo

https://devsupport.flightsimulator.com/t/properties-use-instancing/13660


Chris cited an SDK Doc that I had also read with great interest (and some uncertainty as to what was being inferred):

https://docs.flightsimulator.com/ms...de/Scenery_Editor/Objects/Scenery_Objects.htm

"Use Instancing
This option can be used to enable object instancing for the object being placed. This means that each time you place the object in the scene, you will be adding an "instance", and all instances will be batched and drawn in a single draw call. For an object to be instanced, it cannot be animated nor have multiple nodes - although it can use fast lights - and the property options will be limited."

Note that this is from MSFS 2024 SDK Docs "flighting". :oops:


When I first read through all info I could find on this in MSFS SDK Docs, it seemed to be alluding only to "Batching" 3D objects as in FS2Kx. :rolleyes:

If that is the case, I am not seeing how this is true "instancing" by the MSFS run time rendering engine, and is IIUC only "batched draw calls".

https://docs.scenery.graphics/scenery/advanced-topics/instancing

https://github.com/microsoft/DirectXTK/wiki/Multistream-rendering-and-instancing

https://blender.stackexchange.com/questions/254591/instancing-objects-new-kinda-feature


It was not clear as to whether Asobo has yet implemented true DirectX-12 View Instancing:

https://www.google.com/search?q=Dir...AuMbgHb8IHAzItMsgHDIAIAQ&sclient=gws-wiz-serp

https://learn.microsoft.com/en-us/w...d3d12-id3d12graphicscommandlist-drawinstanced



IIUC, Unity already has implemented this:

https://docs.unity3d.com/2020.1/Documentation/Manual/GPUInstancing.html


A NVidia web page explains the distinctions when referring to "instancing", that IIUC, has been available since DX-9 hardware shipped. :duck:

https://developer.nvidia.com/gpugem...mplexity/chapter-3-inside-geometry-instancing


But perhaps promoting "non-legacy" SimPropContainer 3D modeling in MSFS is the 1st step towards 'phasing in' DX-12 View Instancing ? :idea:


I am generally encouraged by what I see (Asobo did previously state SimPropContainers was a work-in-progress still being developed). :)

GaryGB
 
Last edited:
Hi
thank you Gary and Rob, ths is getting much clearer to me now … :)

My initial questions were about "what is mandatory" not to be kicked out, turned way but platforms or marketpaces when submitting a new scenery. Actually I wondered if there were elimination criterias … I do not want to be banned at my first upload ! :p

Reading the official documentation I understood there are "general recommandations" about LODs, but nothing is "mandatory". However, of course, I'll take the time and will follow these recommandations ! ;) I learned a lot about optimzing LODs ! Actually I LODded every assets … I still have work to do, because I'd like to remove textures from the lowest LOD of every asset, replacing them with base colors.
My poor technique with LOD 😬 is to join all the objects (except lights) from LOD1 (I keep LOD0 as it is) in blender and then decimate the new created object with a modifier until just before the point where the object turns into an orchin … 😁actually it's not working that bad … But before doing that, I try first to decimate every cylinder I find. There might be better workflows.

I'll also try this simPropContainer although my buildings are rather small for the moment … 🤔 they look like Blender "parents" to me
That would certainly Worth it, for performance considérations, and from what you've said, that might give access to brand new libraries ?? :p

If you ever have any ideas about the other points ... 🙏

Thank you again for all your experience and all the links you provided !
 
I'll also try this simPropContainer although my buildings are rather small for the moment … 🤔 they look like Blender "parents" to me
That would certainly Worth it, for performance considérations, and from what you've said, that might give access to brand new libraries ??

I am not yet very familiar with the many features available in Blender, but anticipate SimPropContainer modeling source objects may be made easier in 3D modeling software such as Blender via Parent / Child objects, and in Sketchup via Components / Groups.

If your choice of 3D modeling application is Blender, you may find more help in the FSDEV Blender forum with special features.


Dick's thread on MSFS SimPropContainer exploration / discussion 'should' involve any 3D modeling application.


But, if approached from within Blender using a Parent / Child workflow, my assumption is to open a thread in Blender sub-forum.


And, if approached from within Sketchup via Components / Groups, , my assumption is to open a thread in Sketchup sub-forum.


Perhaps it is when we are 'required' to assemble a MSFS SimPropContainer in DevMode Scenery Editor that the topic is neutral.

Good luck with your endeavors. :)

GaryGB
 
Last edited:
My post here was a bit brusque, sorry about that.

My optimization plan is quite flexible, and as long as I'm reducing complexity and texture use, I'm happy. My models tend to be simpler, anyway, as I come from the days of 'just slap a photo on the side of a box'. At the moment I'm putting the finishing touches to an airfield, adding some industrial buildings to the perimeter, and most have a face count between 80 and 200, as they are not designed to view up close. A single LOD stays visible, but if I can I'll add a decimate modifier in Blender for the second LOD, and then remove PBR textures for the third. Decimate doesn't work well for these simple models, as they are just big, flat planes which already have, and require, only 4 vertices, so I'll go straight to removing PBR for LOD number 2. For MSFS 2024, LODs are not required, single-LOD models will still display if simple enough. I'm sure that most platforms would accept this, I'm just not sure about the Marketplace, I never manage to get accepted there. Good luck with that. Note that a lot of simple Asobo models don't have LODs.

Sometimes I'll make a single-colour or vertex-coloured simple model for the last LOD, but my textures tend to include a number of models, so the texture overhead won't vary much with this -- it only really makes sense if a model has its own texture.

As I came from Prepar3d, I now need to remember that objects don't need to be manifold, so I can remove unseen faces, which I can easily forget.

My current project includes a couple of SimPropContainers, which are handy if I want to add complexity to the mesh.

One thing I've been doing lately is to build a model the 'old' way, with photos of features instead of actually modelling them, such as windows and doors, which becomes the second LOD, then I'll add 3D details for the first LOD. That way I can add all the detail I want, and the second and subsequent LODs will bear the brunt of the workload.

A more complex model, such as a large terminal, would be a lot different, so I'd need to change how I optimise. Luckily I'm too old for those big projects now.
 
One thing I forget to mention -- you should use Debug LODs and Scenery Statistics within the sim, which will give you a full picture of what needs to be optimised. With Debug LODs you can move the viewpoint around and see what 'screams' by turning red, and actually see how many vertices you should be aiming for. I find Scenery Statistics mostly useful for finding any large drawcalls in lower LODs, which can easily be fixed.
 
Back
Top