Skip to content
View in the app

A better way to browse. Learn more.

The AVSIM Community

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

How flat is X-Plane 11's World ?

Featured Replies

Is it flat by tille ( 1º Lat x 1º Lon ) like in older ( up to xp9 at least ) versions or at a higher granularity level ?

How bout Mag Decl ?  I wonder if the calculations also tille-based, meaning that like in previous versions we have "jumps" in declination as we transit from one tille to the adjacent one, or is the algorithm different ?

Flying gliders since 1980

Flightsimming since 1992

AMD Ryzen 5600x, 32GB RAM, GPU Nvidia RTX 3060 Ti 8 GB, 1 TB and 500 GB nvme2 SSD drives, HP 27" 60Hz LED monitor @ 1920x1080, T16000, Hotas from old X52 Pro, Saitek Combat Rudder Pro (2010 model)

Good questions. Probably only Ben Supnik can answer those.

"Society has become so fake that the truth actually bothers people".

  • Moderator

I actually asked Ben about this the other day but not yet heard back. I'm making large models of cities using single objects which can stretch out over several KMs. I have to take the DEM height into consideration, but not noticed any curvature modeled. Over 4km or so, it should be almost a meter.

Anyway, I thought everyone knew that the Earth is flat :biggrin:

  • Author

Ah!  Good News then Tony !!!

Thx for the precious info!

Flying gliders since 1980

Flightsimming since 1992

AMD Ryzen 5600x, 32GB RAM, GPU Nvidia RTX 3060 Ti 8 GB, 1 TB and 500 GB nvme2 SSD drives, HP 27" 60Hz LED monitor @ 1920x1080, T16000, Hotas from old X52 Pro, Saitek Combat Rudder Pro (2010 model)

1 hour ago, tonywob said:

I'm making large models of cities using single objects which can stretch out over several KMs.

What's the reason behind? Better performance?

"Society has become so fake that the truth actually bothers people".

  • Moderator

Instead of rendering lots of little unique objects and houses with one per model or facade like you see in a W2XP city, I'm experimenting with grouping lots of objects together into a single model, offsetting them to match the mesh and Earth's curvature and then rendering bigger models but fewer of them. In theory, it should perform better because it's one texture sheet, and one draw call instead of thousands of draw calls.

I've tried 4km2 models, but that was far too big, down to 250m2 which seems to be more plausible. My theory is that it should be quicker and smoother, unless you are using hardware instancing, but this isn't possible when making cities because of the different geometry per building.

Great experimenting, but shouldn't (hopefully!) all of that become irrelevant with the transition to Vulkan in one or two years from now? :-)

"Society has become so fake that the truth actually bothers people".

Speaking about mesh I read Ben is favourable, or not against, to a custom mesh local variation at loading time, that would be a real improvement for scenery designers. Hope this gets a high priority. Something like adding a local data for height data and XP takes care, while loading the scenery, of implementing the new data in the current tile mesh. Hope I have understood correctly? Anyone knows more about this?

Riccardo Viecca

Archived

This topic is now archived and is closed to further replies.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.