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efis007

FS-2020 blurry?

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So is it true? Did FS2020 inherit the blurry of FS2004? 😔


Creatore di * FS9 Supersky * ( plugin Atmo Ambient Environment ).
* XP11 atmoXphere * (
Atmo Ambient Environment plugin ) creatore.

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Anyone who makes a comparison between MSFS 2020 and FS 2004 is trolling. 

Here is a random scenery screenshot from FS 2004:

CxxqDao.jpg

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12 minutes ago, Sesquashtoo said:

Nope...Blurry?  Nope...

I don't understand, someone says "yes", someone says "no".
Who says "no" tried to fly the FL300?
Or did he just fly low all the time?
I'm confused.
In the youtube videos (with liner aircraft flying at high altitude) I always see the blurry on the scenery.

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Creatore di * FS9 Supersky * ( plugin Atmo Ambient Environment ).
* XP11 atmoXphere * (
Atmo Ambient Environment plugin ) creatore.

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Pc intel i3-4160 3.6ghz, 8gb ram, (new) GeForce RTX-3060 12gb, Win10 Home 64bit
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Blurries at higher altitudes are unavoidable, period. Those saying they don't have them are in denial or just straight up blind. It's been reported for months now. It progressively got worse over the few Alpha builds we had access to. 

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1 hour ago, Ricardo41 said:

Anyone who makes a comparison between MSFS 2020 and FS 2004 is trolling. 

You didn't understand.
I'm talking about the "blurry", not the graphic comparison between FS2020 and FS2004.
Do you know what the blurries is?
Blurries is a bug that (at high altitude) breaks-blurs-crumbles-disfigures the detail of the scenery.
FS2004 suffered greatly from the blurries bug.
If FS2020 (at high altitude) breaks-blurs-crumbles-disfigures the detail of the scenery... it is affected by blurries bug... as FS2004 was.
This I meant.

Edited by efis007

Creatore di * FS9 Supersky * ( plugin Atmo Ambient Environment ).
* XP11 atmoXphere * (
Atmo Ambient Environment plugin ) creatore.

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Pc intel i3-4160 3.6ghz, 8gb ram, (new) GeForce RTX-3060 12gb, Win10 Home 64bit
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yeah, it looks terrible. Microsoft, gimme my money back! (all of $1 for the one month gamepass subscription)

SN63cbT.png

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😅 Very witty, where is the terrain at high altitude?

Edited by efis007
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Creatore di * FS9 Supersky * ( plugin Atmo Ambient Environment ).
* XP11 atmoXphere * (
Atmo Ambient Environment plugin ) creatore.

-------------------------------------------------- ---------------------
Pc intel i3-4160 3.6ghz, 8gb ram, (new) GeForce RTX-3060 12gb, Win10 Home 64bit
--------------- --------------------------------------------------------

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Interesting.

I hope this ground texture blurring at high altitudes gets corrected.

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What is your render scaling set to?

I had this issue very early on in the Alpha...my render scaling was set to 80-100 which but I needed 130-150 to get everything crisp.

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Emerson67... the sharpening filter is ineffective over a blurry image.
The blurry erase important pixel information which can't be brought back with a sharpening filter.

tuUi4ec.gif

If the native image is blurry, no filter in the world can reconstruct the original lost detail.

JZyqIu4.gif

The sharpen filter helps to contrast the image a little, but it cannot magically transform a blurry scenery into a detailed scenery.

The only way to not have the blurry (at high altitude) on the scenery is .... not to have the blurry ... the simulator must never generate the blurry... otherwise it's over.

Edited by efis007
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Creatore di * FS9 Supersky * ( plugin Atmo Ambient Environment ).
* XP11 atmoXphere * (
Atmo Ambient Environment plugin ) creatore.

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Pc intel i3-4160 3.6ghz, 8gb ram, (new) GeForce RTX-3060 12gb, Win10 Home 64bit
--------------- --------------------------------------------------------

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7 hours ago, Ricardo41 said:

yeah, it looks terrible. Microsoft, gimme my money back! (all of $1 for the one month gamepass subscription)

 

Over water is not a problem, but over land at high altitude its definitely blurry.  And yes i know in real if its not perfectly sharp from high altitude, this is different.  

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On 8/16/2020 at 6:54 PM, efis007 said:

I don't know ... I have the impression that blurry was introduced on purpose to limit the excess of calculations and safeguard performance.
This technique was also used by FS9.
Older PCs could not process a large area of scenery, and so the designers of FS9 introduced blurry.
It was a trick ... but it worked.

Perhaps the same trick was also introduced in FS2020.
As I said, I have seen many videos of FS2020, really many, even of people with powerful hardware and high settings.
And in all "high-altitude liners" videos, the scenery is always blurry.
Little or a lot ... but there is ... always.
Coincidence?
I do not know.

This ^^^^^^

A lot of modern open world games do the same with distant scenery!  Especially those released on consoles...


Chris Camp

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The Bing imagery that MSFS is based on comes in two layers. The lower, highly detailed layer is based on aerial images taken from aircraft, the upper layer is satellite based. You can see the transition between the two if you load the Bing maps app and select “satellite view” over an urban area. If you zoom in close, you will see sharp, highly detailed imagery (the aircraft based photos), which will generally look very similar to the corresponding low-altitude terrain in MSFS.

In Bing Maps, if you slowly zoom straight up, you will see the transition between aircraft imagery and satellite. There will be a sudden drop in resolution and detail, often a color or lighting shift, and you will often see clouds pop into the image that were not there at the closer zoom level.

This is also the case in the Google and Apple Maps apps when zooming in or out when in satellite view.

In the Bing app, the transition appears to occur generally at about 1.5 to 3 miles altitude (around 8000 to 15,000 feet).

In MSFS, it appears that as an aircraft climbs, at a certain altitude above the terrain, the ground imagery transitions to the base satellite data. Any “bluriness” that results would not be the result of erroneous or unoptimal LOD processing, it is simply because the source imagery, by its nature, is lower resolution. Satellite cameras are very good, but they are photographing enormous amounts of geographic area, from an altitude of over 100 nautical miles, and looking down through 60 or 70 miles of intervening atmosphere.

By contrast, the high resolution aircraft imagery is usually taken from an altitude of around 8000 feet AGL.

As the saying goes, “you can’t make a silk purse out of a sow’s ear”, and you can’t magically create high-resolution imagery from low resolution source data.

I suppose it would be possible to retain the high resolution aircraft-based imagery even at high aircraft altitudes in the sim by downscaling it, but I have no idea what that would entail, or how much additional streaming server load it would produce, or what impact there would be on sim performance. To do that for high altitude flights, you would have to insert high resolution imagery over a much broader horizontal extent than when viewed from a simulated aircraft flying at low altitude. This can certainly be done with standard orthophotos in other sims, but I don’t know what technical obstacles there would be to doing something like that in MSFS as it is currently designed. This is a question for Asobo to answer.

Edited by JRBarrett
  • Upvote 1

Jim Barrett

Licensed Airframe & Powerplant Mechanic, Avionics, Electrical & Air Data Systems Specialist. Qualified on: Falcon 900, CRJ-200, Dornier 328-100, Hawker 850XP and 1000, Lear 35, 45, 55 and 60, Gulfstream IV and 550, Embraer 135, Beech Premiere and 400A, MD-80.

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