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cianpars

Texture Bleed Through

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I guess the fact that not everyone is affected means that it isn't going to be a priority to fix. I only use DX12 and never see it. Others only see it when they use DX12. If there is a common factor for those seeing it then good luck finding it. 


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Yeah, I still see that issue occassionally. I think at this point, they simply don't know how to fix it or the issue is so embedded that it requires a major rewrite of some functions, that happens with MSFS 2024, that might also be backported to 2020.

Though I will say, the issue isn't as prominent as it once was. Think it was last year, it happened constantly for me, sometimes an airport would be a disco ball of the texture swapping / bleeding.


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1 hour ago, St Mawgan said:

I guess the fact that not everyone is affected means that it isn't going to be a priority to fix. I only use DX12 and never see it. Others only see it when they use DX12. If there is a common factor for those seeing it then good luck finding it. 

Do you have many third party airfields / Airports in your community folder? 

One theory a scenery dev is chasing (because they are fed up with complaints directed towards them on this issue) is that it happens when third party sceneries go over a certain limit in the community folder. 
Not sure if the limit is size or number, but I am going to try mine with an empty community folder later to see if this theory holds any water.

A note to others.  This is DX12 specific and nothing to do with DX11 tile popping.  And it can also be seen from the cockpit if your view is raised enough. 
I saw it and Burning Blue Old Warden airfield and Blackbird's Beale Airbase on my most recent sessions.  In the main it just looks like square patches of mud where the runways / Taxiways should be. 
It can also happen around the perimeter.  It looks like a kind of underlayer showing through or coming to the surface and replacing the normal texture.

What I can't understand is that it can be fixed by triggering a setting in the dev menu (something like debug airfield), so that should give Asobo a clue.  It does come back after a few seconds though unfortunately, or when you change view.
The same airfields display perfectly in DX11.


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4 minutes ago, bobcat999 said:

Do you have many third party airfields / Airports in your community folder? 

I have 18 Burning Blue airfields, 12 from Orbx. Think that's about it. 


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I get it a lot especially on aprons at smaller airstrips. Most annoying is most runways have 2 thresholds now. One concrete and one grass. Not in same place either. 


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14 hours ago, yankeegolf3 said:

When this problem shows up, the sim is unplayable. It seems to appear anywhere but not every time at the same place. I have noticed that it depends on what height you are flying at. Something that Asobo should fix as a top priority. No use developping eye candy features as long as this issue is not resolved.

My sentiments 100%

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7 hours ago, bobcat999 said:

Do you have many third party airfields / Airports in your community folder? 

One theory a scenery dev is chasing (because they are fed up with complaints directed towards them on this issue) is that it happens when third party sceneries go over a certain limit in the community folder. 
Not sure if the limit is size or number, but I am going to try mine with an empty community folder later to see if this theory holds any water.

A note to others.  This is DX12 specific and nothing to do with DX11 tile popping.  And it can also be seen from the cockpit if your view is raised enough. 
I saw it and Burning Blue Old Warden airfield and Blackbird's Beale Airbase on my most recent sessions.  In the main it just looks like square patches of mud where the runways / Taxiways should be. 
It can also happen around the perimeter.  It looks like a kind of underlayer showing through or coming to the surface and replacing the normal texture.

What I can't understand is that it can be fixed by triggering a setting in the dev menu (something like debug airfield), so that should give Asobo a clue.  It does come back after a few seconds though unfortunately, or when you change view.
The same airfields display perfectly in DX11.

 

I see the problem with only my origin and destination airports enabled.  I use the add-on linker to enable only the airports I'm using as a matter of habit...keeps loading time down, if nothing else.

And I also only see the issue with DX12.  So I mostly still run with DX11--I find 40 fps with DX11 and no fugly photofuzzy tile swapping quite acceptable and far preferable to 80fps and DX12/FG with the tile swapping bug popping up, about as unwelcome as a big red zit was on my once teen-aged face.

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I am coming around to this (the idea that DX11/40 fps is better than DX12/80 fps) especially if the texture problem is WORSE in SU15.  

Right now it can be bad in certain locations, but others, non-existent.  It's almost like a z-fighting issue -- if you know about game graphics you know what z-fighting is.  Maybe it *is* z-fighting.

The only problem I see is that FG is so, so very nice at the big hubs.

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21 hours ago, ryanbatc said:

I have it all the time in DX12.  Annoying.  Hoping 2024 resolves this along with the multi colored satellite/aerial imagery you get when flying.

I shudder at that thought.

Spending hours....hours trying to color correct satellite imagery tiles for other another sim....all in vain!


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I did find a "kind of" solution to fixing the ground tiles.

I use the drone camera and fly way above the airport until all of them are gone. The usually dont come back.


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I see the texture bleed through, but luckily I can brush it off and enjoy my flight. I do hope it's fixed in the future, but until then I'm not going to let it ruin my fun.

20 hours ago, ryanbatc said:

It seems that 2020 was a sort of test bed for 2024.  Let's hope they learned a lot hehe.

I tend to look at all software with this view. Always hoping each iteration brings improvements to the last (and, of course, the inevitable bugs and headaches that come w/ something new). Similar to research in any field, there's no perfect end point, just another step in an infinite number of steps (and let's face it, it's not a linear journey!).

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Posted (edited)

If the jump from 2020 to 2024 would be a quarter of what the jump from FSX to 2020 was I think we will be good. 
 

But I am a bit worried by how blind the project seems to related to these types of bugs. They keep saying that they spend all their time either reading forums or flying in the sim. Either that is a lie or they just don’t understand what the problem is. 

Edited by espent
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