September 10, 20214 yr Before I read this thread I was flying leg 5 of the Germany Bush trip. I suddenly realized there were no trees being drawn! I looked below and all I could see were trees that were part of the ground texture. Not an unusual occurance, but then I realised every area of trees around me were just textures. Flew later on in the evening and the trees looked normal. CPU Ryzen 7800X 3D RAM 32GB Corsair VENGEANCE DDR5 6000MHz GPU GEFORCE RTX 4090 Monitor AOC AGON AG352UCG UltraWide G-Sync @ 3440x1440 Internal Storage 1TB NVMe PCIe SSD External Storage Three 4Tb HDs
September 10, 20214 yr I flew over St. Petersburg tonight, and the tree and autogen pop-up was terrible. Edited September 10, 20214 yr by Ixoye System: I ASRock X670E | AMD 7800X3D | 64Gb DDR5 6000 | RTX 4090 | 2TB NVMe | Seasonic Vertex 1000W I LG Ultra Gear 34 UW I
September 10, 20214 yr 4 hours ago, MrBitstFlyer said: I suddenly realized there were no trees being drawn! I find that the streaming service has its "brownouts".. where autogen is missing and scenery reverts to basic textures. Just once in a while.. 😉 Bert
September 10, 20214 yr 8 hours ago, JRBarrett said: The tree draw distance has not changed on my system with SU6. It was noticeably improved in SU5, and remains the same in SU6. I do not doubt that this is indeed a problem for those who are reporting it, but it appears that it is not “universal” on all MSFS installations. I have a test flight I use to check this over the heavily forested terrain of northern Pennsylvania between KELM and KIPT. I have flown this same route many times in a real C172, and know exactly how far various landmarks and hills are from the aircraft at any point in the flight. FWIW, I have not yet tried changing the cache slider from “medium” to “ultra”. The “medium” setting is apparently the equivalent of what SU5 had by default. Likewise I flew today from KSJC, San Jose, Ca, USA, to Portland, Or, USA. Want to see trees? I'll show you trees! I was at 8,000 ft. Absolutely no issues. I should also mention that if the issue is about skipping along the tree tops looking for rare white squirrels then my feedback will be of no use. I don't do that. Never flew that way back when. Never fly that way in a sim either. BTW, my birthplace, Brevard, NC, and my current town of residence, Queenstown, Md. both have populations of rare white squirrels. Edited September 10, 20214 yr by fppilot Frank Patton Corsair 5000D Airflow Case; MSI B650 Tomahawk MOB; Ryzen 7 7800 X3D CPU; ASUS RTX 4080 Super; NZXT 360mm liquid cooler; Corsair Vengeance 64GB DDR5 4800 MHz RAM; RMX850X Gold PSU;; ASUS VG289 4K 27" Display; Honeycomb Alpha & Bravo, Crosswind 3's w/dampener. Former USAF meteorologist & ground weather school instructor. AOPA Member #07379126 "I will never put my name on a product that does not have in it the best that is in me." - John Deere
September 10, 20214 yr 9 hours ago, AnkH said: Well, seriously Asobo. As this topic was such a broadly discussed thing with a lot of feedback from the customers I do not have a single bit of understanding how they could possibly release a WU resulting in reduced draw distance again. Seriously, do they have a single person doing tests? I mean, regarding the noise this topic created after SU5, I would have for sure marked checking tree draw distance with a fat, red marker on any list about what to absolutely test before releasing WU6, but obviously no. Unbelievable, really... The problem I surmise is the WU guys and the guys fixing things like tree draw distance aka bug team are on two separate teams. Chris Camp
September 10, 20214 yr Is this maybe something to do with the off screen casching setting? This is very frustrating if the problem is back. Maybe a mod conflict somewhere? Former Child, Current Adult
September 10, 20214 yr 10 hours ago, JRBarrett said: The tree draw distance has not changed on my system with SU6. It was noticeably improved in SU5, and remains the same in SU6. I do not doubt that this is indeed a problem for those who are reporting it, but it appears that it is not “universal” on all MSFS installations. I have a test flight I use to check this over the heavily forested terrain of northern Pennsylvania between KELM and KIPT. I have flown this same route many times in a real C172, and know exactly how far various landmarks and hills are from the aircraft at any point in the flight. FWIW, I have not yet tried changing the cache slider from “medium” to “ultra”. The “medium” setting is apparently the equivalent of what SU5 had by default. It has changed in WU6. It was really good after SU5, without any config tweaks and with Terrain LOD set to 200 it was 10nm, it was enough for me. At my first flight in WU6 I really thought that I have some mod or addon conflicting with the tree distance, I was sure it was my fault that I can't see trees anymore. But I have done everything to cross those out and I have friends who has said the same thing, plus the thread which was linked in first post. What comes to the KELM and KIPT, there is a lot of trees indeed. KIPT has a VOR so I did a quick flight in there. 5nm from the FQM VOR (the VOR is exactly in that red line) Screenshot from Navigraph which shows the FQM VOR and position of aircraft when above screenshot was taken: And screenshot from behind the plane where you can see the airfield, same time as above screenshots were taken. (Check the background, you can see clear line where trees stop) This time it doesn't matter if you are flying south or north, latitude doesn't matter.
September 11, 20214 yr Author 5 hours ago, bLindye said: This time it doesn't matter if you are flying south or north, latitude doesn't matter. https://en.wikipedia.org/wiki/Latitude In geography, latitude is a geographic coordinate that specifies the north–south position of a point on the Earth's surface. Latitude is an angle (defined below) which ranges from 0° at the Equator to 90° (North or South) at the poles. 7800X3D | 2x32 GB DDR5-6000 CL32 | RTX 5080 | Alienware OLED 34" | 1 Gbps fiber
September 11, 20214 yr 7 hours ago, Kilo60 said: The problem I surmise is the WU guys and the guys fixing things like tree draw distance aka bug team are on two separate teams. That is what I mean, no idea about how a proper QA works over at Asobo. If it is done by two separate teams, this would make a test performed by the other team even more valuable, not done. Or if done, I wonder what they need to check, obviously not those things that were heavily discussed after the last patch *facepalm Greetings, Chris AMD Ryzen 7 9800X3D, 2x32GB DDR5 6000MT/s RAM, MSI RTX 4090 Ventus 3X, Windows 11 Home, MSFS2024
September 11, 20214 yr the trees look good on my end . If this was a tree cutting simulator ill be worry about it a bit more . Image removed as image is no longer available.
September 11, 20214 yr It is not only the now proverbial trees, outside the LOD the ground image is degraded. It was very apparent yersteday in a flight I did in Austria where the ground texture was very good in the LOD area and the bluish tint was not very nice outside. And the outside was close enough... SU5+WU6 have brought some welcome optimization and excellent scenery structural elements (mesh, imagery, autogen) but there are things which were better before. Edited September 11, 20214 yr by Dominique_K Dominique Simming since 1981 - [email protected] GHz with 16 GB of RAM and a 1080 with 8 GB VRAM running a 27" @ 2560*1440 - Windows 10 - Warthog HOTAS - MFG pedals - MSFS Standard version with Steam
September 11, 20214 yr 18 hours ago, spitzer45 said: They should add tree and building draw distance sliders. Why don’t we just get sliders for most graphical features so we can hit the sweet spot of our own PC’s capabilities’ or personal preferences. AMD 9800X3D, NZXT X73 RGB AIO COOLER, Gigabyte X870 Aorus Elite WIFI7, 64GB 6000MHZ RAM, 4TB Samsung Pro NVME, 4 TB Crucial P3+ NVME, 4TB Crucial SSD, Gigabyte Gaming OC Geforce RTX5090, Antec C8 ARGB Case, X55 JOYSTICK/THROTTLES, LG 4K C4 42" TV/Monitor 120 Hz, 2 Dell 1080 monitors. Honeycomb Alpha Yoke, Bravo Throttle. Thrustmaster TPR Pedals. Moza AB6 FFB Joystick, Pimax Crystal Light VR, Tobii Eye tracker, Steelseries Arctis 7+ Wireless Headphones.
September 11, 20214 yr 18 hours ago, Bobsk8 said: I have flown around the Atlanta area in RL, and the trees in MSFS look pretty similar. You can't be serious, the trees are way to high and big compare to RL. Edited September 11, 20214 yr by nas123
September 11, 20214 yr This is how it looks around ESSA Stockholm, just as bad it was before SU5 https://pasteboard.co/S4PdGaxLnHH3.png Edited September 11, 20214 yr by Ixoye System: I ASRock X670E | AMD 7800X3D | 64Gb DDR5 6000 | RTX 4090 | 2TB NVMe | Seasonic Vertex 1000W I LG Ultra Gear 34 UW I
September 11, 20214 yr 21 hours ago, hansb57 said: Thats what i'm saying since the start of the trees banter. You look at your instruments, at the map or maybe a 2 miles radius to spot and compare landmarks with your map. You dont try to spot a road 20 miles out because it can be anything your looking at. the same goes for the horizon. Maybe there are places or time of year that have unlimited view. but 99% of the time views are rather limited. If your only looking 2 miles from your plane your doing it wrong. I say this as an Airline Pilot and CFI with over 2000 hours of instruction given. I always taught VFR students to put their points checkpoints 10-15,maybe even 20 miles miles apart so they could see the next point from the previous point. Obviously if visibility is restricted then you have to move them closer but most VFR pilots have no business flying in less than 5 miles visibility anyway. Also roads are horrible checkpoints by themselves as you could be anywhere along a 100 mile stretch of road. If students used roads we would make boundary points 10 miles to either side of a planned road crossing so you could judge if you were on course. Edited September 11, 20214 yr by z06z33 ATP MEL,CFI,CFII,MEI. Type Ratings B-737, ERJ-190,ERJ-170
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