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Marco Manieri

What trickery do they use to depict traffic?

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THIS IS NOT A RANT!

I was watching this video by Chewwy94 showing LFPG - Paris Charles de Gaulle.

He's flying low around this handcrafted airport to show its level of details.

I noticed a few "strangeness" about traffic depiction:

  • 6:06 - 6:17: on curved/sloped bridge the cars do not "sit" on the road, they somehow "shift" both horizontally and vertically;
  • 6:39 - 6:44: on a straight highway they "collide" head on; 
  • 6:52 - 6:57: cars going "under" a tunnel seems to "levitate" and then "pop off" with "a delay" to then pop back "at the exit"

Once again I do not think these are "flaws" or "bugs" of any weight in a flight sim.

Looks like they are not trying to have traffic as "real 3D entities" interacting with the 3d objects they are supposed to "run" on (or under).

I guess this is to limit the load on the GPU (and possibly CPU). And the results at "normal altitudes" are more than very acceptable IMO.

So I'm wondering, if this is true, what coding "trickery" have they used? Is it shaders' stuff? 2D images smart manipulation?


Marco Manieri

Perugia - Italy

 

169055.png

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Car traffic is pretty buggy right now. Not sure how much better it will get. I'm hoping they go to an overlay system for roads and highways, as I think ortho roads look really bad in some places. Then with an overlay, they can easily contain the cars only to those areas.

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In this case the road system is clearly (3d?) modeled, not just ortho.


Marco Manieri

Perugia - Italy

 

169055.png

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They can use Waze like community editing and as an added bonus use that data for correcting Bing map errors.


FSX | DCS | X-Plane 11 | MSFS 2020 | IL2:BoX

Favorite aircraft currently: MSFS Savage Cub

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Hopefully they work it out soon after launch.  It’s a flightsim, not a carsim

 

Edited by FrankR409

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