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I thought it might help to have a thread specifically dealing with MSFS 2024 LODs. At this date, Asobo seems to be indicating they may change the LOD rules a bit, so we might need updates to any ideas here if that occurs.
To start, the sim allows up to 150 vertices for the smallest LOD of 0.5% (LOD minSize="0.5"). You can specify LOD minSize="0.0", but it will be treated as 0.5%. I made a test of cubes of different sizes to see how far away the sim will let them be visible. I uses a single LOD minSize="0.0" , triangulated, with a vertex count of 24 (well under the 150 vertex limit). The objects are vertex color only, meaning no textures used. I unchecked the 30km limit, but that wouldn't be needed for most objects.
Distances visible:
2x2x2 meter object~435 meters distance until the object disappears.
5m~1090
10m~2180
25m~5450
50m~10900
100m~21800
250m~ 54500
The visiblity distances are linear, and can be interpolated to the size of any object's bounding sphere. So your final LOD should aim for 150 vertices or less, with an LOD minSize="0.5"
I had thought the sim counted vertices in an odd way. They are not the same as Blender would display. A triangulated cube has 8 vertices, confirmed by Blender:
Perhaps they take the number of triangulated faces and multiply by 2? At any rate, it is not vertices. I'll test that in a new post.
Another post could deal with the LOD progression. LOD1 actually should be 25% the vertex count of LOD0. But does this mean the actual vertex count as shown in Blender, or the the sim's odd vertex count ( 2x the triangulated faces)? Each LOD progression would then be 25% less 'vertices' until under the 150 LOD limit for the smallest LOD? And is it really 25% as a recent Asobo admission, or is it 50% as the SDK states?
To start, the sim allows up to 150 vertices for the smallest LOD of 0.5% (LOD minSize="0.5"). You can specify LOD minSize="0.0", but it will be treated as 0.5%. I made a test of cubes of different sizes to see how far away the sim will let them be visible. I uses a single LOD minSize="0.0" , triangulated, with a vertex count of 24 (well under the 150 vertex limit). The objects are vertex color only, meaning no textures used. I unchecked the 30km limit, but that wouldn't be needed for most objects.
Distances visible:
2x2x2 meter object~435 meters distance until the object disappears.
5m~1090
10m~2180
25m~5450
50m~10900
100m~21800
250m~ 54500
The visiblity distances are linear, and can be interpolated to the size of any object's bounding sphere. So your final LOD should aim for 150 vertices or less, with an LOD minSize="0.5"
I had thought the sim counted vertices in an odd way. They are not the same as Blender would display. A triangulated cube has 8 vertices, confirmed by Blender:
Perhaps they take the number of triangulated faces and multiply by 2? At any rate, it is not vertices. I'll test that in a new post.
Another post could deal with the LOD progression. LOD1 actually should be 25% the vertex count of LOD0. But does this mean the actual vertex count as shown in Blender, or the the sim's odd vertex count ( 2x the triangulated faces)? Each LOD progression would then be 25% less 'vertices' until under the 150 LOD limit for the smallest LOD? And is it really 25% as a recent Asobo admission, or is it 50% as the SDK states?
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