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The dev team has acknowledged the issues...

Featured Replies

2 minutes ago, SAPilot said:

As I said, you have to be zoomed in.  Sorry cannot post the pictures. Just believe me, please.

See my detailed post over the FS2020 forum, it is not just subtle but much more visible than this, on many different cockpit textures (but not decals).

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Right, it can be seen more fluently on some textures over others especially when zoomed in. It wasn't noticeable on the Carenado seat I was looking at. Overall, I think we agree, the setting has NO effect outside the cockpit, other than possibly if you zoom in on some wet surface or are very very close to some specialized scenario (but that is hard to prove).

Basically, and in the end, the setting isn't going to help the visuals of the scenery.

 

Edited by Alpine Scenery

AMD 5800x | Nvidia 3080 (12gb) | 64gb ram

1 minute ago, Alpine Scenery said:

Overall, I think we agree, the setting has NO effect outside the cockpit, other than possibly if you zoom in on some wet surface or are very very close to some specialized scenario (but that is hard to prove).

almost:

12 minutes ago, RXP said:

EDIT: the only test where something unexpected is happening is the test #4. Changing the Texture Resolution to LOW or ULTRA (and restarting) is having an effect on the Texture Synthesis on the ground, which is not expected.

4 hours ago, devgrp said:

. As a matter of fact I will say the Asobo sharpen filter is a little bit aggressive for my taste but it's not as bad 

It's way to aggressive for my taste as well. The effect is too grainy.  I turn if off and use the nvidia sharpening.

Also setting negative lod bias to clamp and texture filtering to High Quality seems to eliminate some slight shimmering on distant buildings/terrain i was seeing.

17 minutes ago, RXP said:

All my screenshots posted here:

Some tests on Texture Resolution and Quality - Community / General Discussion - Microsoft Flight Simulator Forums

EDIT: the only test where something unexpected is happening is the test #4. Changing the Texture Resolution to LOW or ULTRA (and restarting) is having an effect on the Texture Synthesis on the ground, which is not expected.

Thanks for these tests, then it is a placebo effect that Textures params affects the overall textures quality except for the cockpit textures?

AMD Ryzen 7 7800X3D, 64GB DDR5 6000MHZ RAM, RX7900XT, FreeSync 165hz 1440p display 

4 minutes ago, omarsmak30 said:

Thanks for these tests, then it is a placebo effect that Textures params affects the overall textures quality except for the cockpit textures?

In my tests, yes.

However Texture Resolution was never meant for anything else than cockpit texture since day 1.

What I find strange is that Texture Synthesis is no longer showing much differences in LOD ring distances (but I've tested with NVidia Aniso override only for now).

EDIT: What I find unexpected is Texture Synthesis quality affected by Texture Resolution quality on test #4, but not in test #3 for example. Actually in both tests #3 and #4 Texture Resolution is affecting Texture Synthesis quality at least on the innermost ring (the closest).

Edited by RXP

4 minutes ago, RXP said:

What I find strange is that Texture Synthesis is no longer much differences in LOD ring distances (but I've tested with NVidia Aniso override only for now).

What I find unexpected is Texture Synthesis quality affected by Texture Resolution quality on test #4, but not in test #3 for example.

Same here, my conclusion has been from day 1 that they made some changes to the LOD renderer which are causing the blurrier high textures/buildings and giving people the extra boost. FPS boost are rarely free.

Another issue (though it has always been true to some extent) is the higher in altitude the more haze increases. That's fine but the ground textures shouldn't get hazy looking as you zoom out on an entirely clear day.

Edited by Alpine Scenery

AMD 5800x | Nvidia 3080 (12gb) | 64gb ram

And to illustrate the Haze issue, this is the same settings with just a bit of altitude change, the change is abrupt and drastic...

HDj0PVQ.png


zupAnPO.png

 

 

Edited by Alpine Scenery

AMD 5800x | Nvidia 3080 (12gb) | 64gb ram

14 minutes ago, The Moose said:

It's way to aggressive for my taste as well. The effect is too grainy.  I turn if off and use the nvidia sharpening.

Also setting negative lod bias to clamp and texture filtering to High Quality seems to eliminate some slight shimmering on distant buildings/terrain i was seeing.

What about Texture Filtering - Anisotropic sample option? Should it be Off or On?
 

AMD Ryzen R9 9950X3D | Asus Astral RTX 5080 OC | 32 GB DDR5 6000 CL30 | 3440x1440 G-Sync | Logitech Pro Throttles Rudder Yoke Panels | Thrustmaster T.16000M FCS | TrackIR 5 | Oculus Rift S

4 minutes ago, Republic3D said:

What about Texture Filtering - Anisotropic sample option? Should it be Off or On?
 

Not tested the differences with that one yet.  I've left it off.

Edited by The Moose

1 minute ago, The Moose said:

Not tested the differences with that one yet.  

Should be off, turning it on will reduce the anisotropic filtering effect at the benefit of extra performance. If you turn it on, you are also more likely to get shimmering, it's purely for FPS gain.

 

Edited by Alpine Scenery

AMD 5800x | Nvidia 3080 (12gb) | 64gb ram

1 minute ago, Alpine Scenery said:

Should be off, turning it on will reduce the anisotropic filtering effect at the benefit of extra performance. If you turn it on, you are also more likely to get shimmering, it's purely for FPS gain.

 

Yup, looking at the description I left it off.

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