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Objects Rendering Distance Problem

Messages
9
Country
germany
Hey guys!

I am having some problems with the rendering distance of objects. No matter if I change the bounding spheres to big or small, the last LOD disappears quite too early in my opinion.
I also tested with different grafics-settings "low-end" and "ultra" no difference.
Interestingly the LOD debugger shows that they are "there" but they are not visible anymore.
Does anbody has a clue how to force these objects to render in a farther distnace?

These white Runway Markings on the left and right side are my point
1648126310878.jpeg


Here with small bounding spheres
1648126345608.jpeg


And here with huge bounding spheres... unfortunately no difference, I see only 5-6 in the distance (per side of course)
1648126401323.jpeg
 

=rk=

Resource contributor
Messages
3,560
Country
us-washington
LOD translates to "level of detail" and it directly corresponds to screen pixel occupied real estate, with no relation to bounding box. You could however, as a workaround, add polygons of whatever dimension is necessary to delay LOD switching, to the model and located underground, making them effectively invisible.
 
Messages
9
Country
germany
LOD translates to "level of detail" and it directly corresponds to screen pixel occupied real estate, with no relation to bounding box. You could however, as a workaround, add polygons of whatever dimension is necessary to delay LOD switching, to the model and located underground, making them effectively invisible.

I don't think that's correct. According to the SDK Documentation, the MSFS engine calculates accoring to screen space size a bounding sphere, which is then the main factor for switching LODs.
Here are some references from the SDK.
The "minSize" is the minimum size on screen of the bounding sphere of the object within the camera view - as a percentage - before a LOD model is considered for display.
It should be noted that in order to calculate the LOD used, the engine will use the bounding sphere...

Display Bounding Spheres​

When this option is enabled, "bounding spheres" will be shown for all the models. These spheres are used as part of the screen size calculations as well as other internal calculations, and are a good way to visualise the approximate size and position of objects.

My sceenshots in the previous post actually confirm this behaviour.
If you look at the middle picture, the left sidemarking has a screenspace size of 6.38% (small bounding sphere) and LOD1/1 is switched on.
On the lowest picture the screenspace size of sidemarking is at 1000% (and higher) so LOD0/1 is switched on.
As you see, the VISIBLE object size stays the same all the time. So this confirms, that LOD switching uses bounding sphere sizes.

The workaround you described is similiar to what you normaly do to influence the boundingsphere and therefore LOD switching. You create an object (box or sphere preferably) in the lowest LOD and apply the "invisible" material. Therefore the "engine rendered" boundingsphere is bigger and the clipping out of the view of the "visual object" is later... and vice-versa. So with your description of "creating a plane and move it down that it's hidden below the ground" is the same result.

1648199199592.png



Interesting is this... does anybody know what exactly has been done and when? Did something brake again?
1648200304133.png

1648200372380.png
 

=rk=

Resource contributor
Messages
3,560
Country
us-washington
I don't think that's correct. According to the SDK Documentation, the MSFS engine calculates accoring to screen space size a bounding sphere, which is then the main factor for switching LODs.
Here are some references from the SDK.
Thanks for your feedback, but, did you try it? Because what you are already doing, according to the SDK, brought you here.

You might want to look into the LOD switching code within the model .XML, maybe reduce the minSize of a previous LOD, to increase the drawing distance of a problem LOD.
 
Messages
4
Country
unitedstates
I don't think that's correct. According to the SDK Documentation, the MSFS engine calculates accoring to screen space size a bounding sphere, which is then the main factor for switching LODs.
Here are some references from the SDK.




My sceenshots in the previous post actually confirm this behaviour.
If you look at the middle picture, the left sidemarking has a screenspace size of 6.38% (small bounding sphere) and LOD1/1 is switched on.
On the lowest picture the screenspace size of sidemarking is at 1000% (and higher) so LOD0/1 is switched on.
As you see, the VISIBLE object size stays the same all the time. So this confirms, that LOD switching uses bounding sphere sizes.

The workaround you described is similiar to what you normaly do to influence the boundingsphere and therefore LOD switching. You create an object (box or sphere preferably) in the lowest LOD and apply the "invisible" material. Therefore the "engine rendered" boundingsphere is bigger and the clipping out of the view of the "visual object" is later... and vice-versa. So with your description of "creating a plane and move it down that it's hidden below the ground" is the same result.

View attachment 81052


Interesting is this... does anybody know what exactly has been done and when? Did something brake again?
View attachment 81053

View attachment 81054


Whatever method this guy uses works: https://flightsim.to/file/16007/msf...anging-from-towers-hangers-terminals-to-cones

He states the following in the description: "Final long distance models have a large triangle added below ground to stop them disappearing in the distance.". I have used these objects in one of my sceneries specifically for the white runway cones, and there's no question that his method makes a massive difference. I can see those tiny white cones when I'm flying patterns.
 
Messages
484
Country
italy
@mailman
I Hope that my suggestion worked for you

For everyone else, the the big invisible stuff should be part of the mesh, OP had 2 mesh (marker and box), they should be joined as a single mesh

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
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