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FSX Reduce flickering of ground polys

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us-ohio
Is there any way of optimizing custom ground polys (especially taxiway lines etc) so that when viewed from afar/at an angle the flicker/aliasing is reduced/less noticeable? My own ground poly seem to flicker more easily than default and ADE ground polys. Is this because the textures are too opaque? Maybe have too much contrast?
Note: Ground polys made in blender, converted using ground poly tool in MCX

shot232.png
 
Is there any way of optimizing custom ground polys (especially taxiway lines etc) so that when viewed from afar/at an angle the flicker/aliasing is reduced/less noticeable? My own ground poly seem to flicker more easily than default and ADE ground polys. Is this because the textures are too opaque? Maybe have too much contrast?
Note: Ground polys made in blender, converted using ground poly tool in MCX

View attachment 61048
I've been working on including mipmaps and giving a little "full opacity gap" for the mipmap to blend with the base texture which have reduced it slightly but the flickering is still quite bad. Any other ideas?
 
The flickering is caused by the game engine trying to display what becomes at a distance a very small area of ground poly. Since you are using MCX GPW one of the things that you can do is control the distance that the GP is drawn by texture. The default is 10000 meters. You can make your line texture show at say 500 meters and this will reduce the flickering. In real life you really can't see the lines clearly as you taxi along until you are closer to them.
 
The flickering is caused by the game engine trying to display what becomes at a distance a very small area of ground poly. Since you are using MCX GPW one of the things that you can do is control the distance that the GP is drawn by texture. The default is 10000 meters. You can make your line texture show at say 500 meters and this will reduce the flickering. In real life you really can't see the lines clearly as you taxi along until you are closer to them.
Maybe I was doing it wrong but I tried to reduce it assuming that it would determine what is visible based off of the viewer location. However, it was visible based off of the distance from the center of the GP. For example, if I was outside of the set radius from the center, none of the polys would be visible. I'm thinking instead of editing the ground poly textures so that the increasingly compressed mipmaps also have higher opacity but I don't know if that's how other developers do it.
 
Same issue for me, the line looks flickering from far. Minimaps on texture just reduce a little shimmering issue.
 
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