November 12, 20178 yr I have this question over at the P3D forum, but have not received any reply. Anyone? HowardMSI Mag B650 Tomahawk MB, Ryzen7-7800X3D CPU@5ghz, Arctic AIO II 360 cooler, Nvidia RTX4090 GPU, 32gb DDR5@6000Mhz, SSD/2Tb+SSD/500Gb+OS, Corsair 1000W PSU, LG Ultragear 48"4K, MFG Crosswinds, TQ6 Throttle, Fulcrum One YokeMy FlightSim YouTube Channel: https://www.youtube.com/@skyhigh776
November 12, 20178 yr Lod radius only deals with the high res ground texture ring. Autogen draw distance is what it says. It determines how far out the autogen draws. Glenn Ryzen 3700X, X570 Pro Wifi, 32GB 3600mhz RAM, Nvidia Titan Xp "Galactic Empire", RM750x PSU, H700 case, 2x NVMe M2 SSD, 1x SATA SSD
November 12, 20178 yr Author 1 minute ago, GHarrall said: Lod radius only deals with the high res ground texture ring. Autogen draw distance is what it says. It determines how far out the autogen draws. Hi Glenn, thanks for the reply. But what do you mean by 'high res ground texture ring?' HowardMSI Mag B650 Tomahawk MB, Ryzen7-7800X3D CPU@5ghz, Arctic AIO II 360 cooler, Nvidia RTX4090 GPU, 32gb DDR5@6000Mhz, SSD/2Tb+SSD/500Gb+OS, Corsair 1000W PSU, LG Ultragear 48"4K, MFG Crosswinds, TQ6 Throttle, Fulcrum One YokeMy FlightSim YouTube Channel: https://www.youtube.com/@skyhigh776
November 12, 20178 yr Although I performed these tests with v3.2 the results are still valid (but v4 pushes the higher resolution rings further away from the pilot). https://www.avsim.com/forums/topic/485019-v32-scenery-lod/#comment-3387694 Basically the coloured rings are showing how as you get father away from the pilot the resolution of the texture, i.e. it's crispness, reduces. Nearby the resolution of the tiles that are loaded by P3D is 1024x1024, next ring is 512x512, etc. The autogen draw distance is independent from these rings, I.e. you could set terrain LOD to its lowest setting (low resolution rings) but have autogen to the horizon if you wanted. HTH andy boez
November 12, 20178 yr Author It's always been my understanding that LOD was the distance around the aircraft, at any one point, that autogen is drawn. The bigger the number, then the further away from the aircraft that autogen is drawn. What you seem to be suggesting Andy, correct me if I'm wrong, is that in P3D, LOD refers to the terrain texture, where autogen distance refers to exactly what it says. If so, then it has all changed? HowardMSI Mag B650 Tomahawk MB, Ryzen7-7800X3D CPU@5ghz, Arctic AIO II 360 cooler, Nvidia RTX4090 GPU, 32gb DDR5@6000Mhz, SSD/2Tb+SSD/500Gb+OS, Corsair 1000W PSU, LG Ultragear 48"4K, MFG Crosswinds, TQ6 Throttle, Fulcrum One YokeMy FlightSim YouTube Channel: https://www.youtube.com/@skyhigh776
November 12, 20178 yr Right. LOD is not the distance of autogen, only ground texture sharpness. Typically it spans out in the form of squares. There's probably a picture in google image search. FWIW it has always been this way - Level of Detail has always been ground texture sharpness around the user aircraft. | My Liveries | FAA ZMP | PPL ASEL | | Windows 11 | MSI Z690 Tomahawk | 12700K 4.7GHz | MSI RTX 4080 | 64GB 6000 MHz DDR5 | 500GB Samsung 860 Evo SSD | 2x 2TB Samsung 970 Evo M.2 | EVGA 850W Gold | Corsair 5000X | HP G2 (VR) / LG 27" 1440p |
November 12, 20178 yr What can be confusing is that the term LOD is used in many variables! It is just a generic term developers use to describe a 'quantity' that has more than one setting. Level Of Detail can apply to the slider which controls the terrain or the complexity of a model or the placement of autogen. So LM have a LOD slider in the settings page which controls the terrain detail (and anyways has done since FSX days and before) and it is this that I'm referring to in my post. But the config file the has an entry which controls the LOD of the autogen and in this case LOD refers to how much autogen is loaded per 1km tile but *not* at how far that loading occurs. That is done by the autogen distance slider. So nothing has changed. A further example would be LOD used in an AI model, a lower LOD when the AI is at distance as there's no point in loading more detail than necessary. Edited November 12, 20178 yr by boez Clarification
November 12, 20178 yr ...and then there is also LOD in mesh specifying how many elevations points there are per horizontal distance in the x,y directions. I don't know what the exact definitions though. Ted [email protected] ghz, Noctua C12P CPU air cooler, Asus Z77, 2 x 4gb DDR3 Corsair 2200 mhz cl 9, EVGA 1080ti, Sony 55" 900E TV 3840 x 2160, Windows 7-64, FSX, P3dv3, P3dv4
November 12, 20178 yr Author Well, well, I learn something new everyday! Thanks guys. HowardMSI Mag B650 Tomahawk MB, Ryzen7-7800X3D CPU@5ghz, Arctic AIO II 360 cooler, Nvidia RTX4090 GPU, 32gb DDR5@6000Mhz, SSD/2Tb+SSD/500Gb+OS, Corsair 1000W PSU, LG Ultragear 48"4K, MFG Crosswinds, TQ6 Throttle, Fulcrum One YokeMy FlightSim YouTube Channel: https://www.youtube.com/@skyhigh776
November 12, 20178 yr Specific to Autogen Draw Distance from Beau Hollis: Our default draw distance of medium is equivalent to v3's max draw distance which is 12km. At this setting, P3D must load about 450 square km of buildings and trees. At the highest v4 UI setting for draw distance, you get a 30km radius which translates to about 2800 square km of autogen data. (roughly 6x the work done in v3). Similarly the high resolution terrain texture option increases the native resolution from 256 to 512 which translates to 4x the work and 4x the memory usage related to terrain textures. Eric
November 12, 20178 yr Moderator 14 minutes ago, B777ER said: Specific to Autogen Draw Distance from Beau Hollis: Our default draw distance of medium is equivalent to v3's max draw distance which is 12km. At this setting, P3D must load about 450 square km of buildings and trees. At the highest v4 UI setting for draw distance, you get a 30km radius which translates to about 2800 square km of autogen data. (roughly 6x the work done in v3). Similarly the high resolution terrain texture option increases the native resolution from 256 to 512 which translates to 4x the work and 4x the memory usage related to terrain textures. And still many do not understand why they get black squares or slow loading textures when they have sliders pegged. Vic RIG#1 - I9 14900K MSI Pro z790 RTX 5070Ti 40" 4K Monitor 3840x2160
November 13, 20178 yr 11 hours ago, vgbaron said: And still many do not understand why they get black squares or slow loading textures when they have sliders pegged. Vic I feel addressed, so a little side note: the slow loading textures resulting in black buildings was "introduced" with v4.1, it was not like this in v4.0. So, no, it is not linked to the increased draw distance of autogen and also not linked to the increased texture resolution loaded... Greetings, Chris AMD Ryzen 7 9800X3D, 2x32GB DDR5 6000MT/s RAM, MSI RTX 4090 Ventus 3X, Windows 11 Home, MSFS2024
November 13, 20178 yr Moderator You were not addressed at all, just a general comment. However, the black buildings have been around since FSX and most certainly are linked to autogen and draw distance and anything else that takes cpu cycles. Just because it was "introduced" for some in 4.1 just means that something else was added to the mix. Vic RIG#1 - I9 14900K MSI Pro z790 RTX 5070Ti 40" 4K Monitor 3840x2160
Archived
This topic is now archived and is closed to further replies.