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z06z33

Light pop in not fixed in 11?

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I get that that's why I say use a texture for far off stuff 

 

That sounds like a kludge that would be difficult to make "plausible" without the same amount of CPU/GPU load you'd get from just extending road and building visibility. If the glow texture didn't follow where actual streets and buildings are, it wouldn't look right. So you're back to needing the underlying OSM data loaded anyway, and at that point you might as well be drawing roads and buildings that light up.

 

Unless Laminar has some tricks up its sleeve, we might just have to wait a few years for stronger computers where a longer LOD for night lights doesn't harm the frame rate too much.

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The easy solution would be creating night textures for cities like they created day city texture :) I guess it is a very simple solution and it will be great in performance since no 3d lights would be used when flying high... Who will ever notice that the lights are not 3d from FL300? And also, to avoid the pop up of lights, put the fade like they do with the autogen...

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1 hour ago, Malombroso said:

The easy solution would be creating night textures for cities like they created day city texture :) I guess it is a very simple solution and it will be great in performance since no 3d lights would be used when flying high... Who will ever notice that the lights are not 3d from FL300? And also, to avoid the pop up of lights, put the fade like they do with the autogen...

Someone already did it: https://forums.x-plane.org/index.php?/files/file/36942-night-city-textures-extended-lights-lod/&tab=comments#comment-226589

Before and after:

JH3Dbsb.jpg

ltyiVIk.jpg

 

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I second other posters here, that the lack of extended night lighting is a major immersion killer with XP11 and is something I hope get fixed soon. Seems like its not trivial, but I do hope the development team prioritizes this.

Night flying is after all one of the key strengths of XP11. Approaching the cities from low level as night is often mind blowing. But being able to see through clouds at night along with short view distance is killing the immersion somewhat.

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I did some research into this for x-plane 10 awhile back and even went back and forth with Ben in emails. What I finally discovered was that one needs to tweak a value in the scenery file itself to get distant lights to render. This was the only way I could do it. I only tested it on a few files, but it definitely worked. I don't recall what exactly the change was, but I'll try and look into it for XP11 as I only recently installed 11 and was shocked that this issue had not been addressed. I'll post my findings.

 

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