January 27, 201214 yr Hello all. I've noticed the topology of the terrain I'm flying over changes suddenly and instantly to a more complex version of itself, as if the mesh gets rendered several times every couple of seconds each time with more complexity than the previous pass and instantly replacing the terrain. Does this makes sense to anyone? I use FSX's default scenery. Anyone knows a setting or tweak I can change to address that?Thanks!
January 27, 201214 yr I think it is a function of a combination of 3 terrain settings in fsx.cfg: LOD_RADIUS, MESH_COMPLEXITY, and MESH_RESOLUTION. Basic concept is that low resolution mesh is computed away from your aircraft, and high resolution mesh is computed under your aircraft. The raidus determines how many tiles (radially) are in each level of increasing resolution as you look closer to aircraft position. Complexity works on the restricted quad tree (RQT) method FSX uses to compute the mesh. the basic isea is that the mesh is more detailed in "rough" or "hilly" areas than flat or smoothly undulating areas. The setting determines how agressively the algorithm is applied (ie.more mesh triangles computed at higher complexity). The resolution setting determines the max resolution computed in the highest-LOD ring, i.e. under the aircraft. Note the folowing:"To avoid monopolizing CPU resources, the terrain engine does not refine the entire mesh every frame. Instead, the mesh is refined and triangulated incrementally and the resulting geometry is added to the scene graph when it becomes available using a double buffering scheme." [szofran, 2006].Note also that separate scene graphs are computed for different outside views.I don't know to what extent the thread/cpu balancing techniques of J Bojote et al impact the recomputing of mesh. It probably is worth going through some of those forum threads to see if maybe you are starving the terrain threads.scott s.. Edited January 27, 201214 yr by scott967
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