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Scenery update - what are your (realistic) expectations?

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  • Moderator
12 minutes ago, Daube said:

One major aspect of MSFS scenery is the autogen that is linked to the ground color

It went further than that, it used AI to try and work out the style of roof as well, i.e. Flat, gabled etc. Blackshark.ai who made it eventually released the tech for other users, https://teamorlando.org/blackshark-ai-launches-globe-plugin-for-unreal-engine/ 

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  • Pleased to present... the first look at next gen scenery  

  • MrBitstFlyer
    MrBitstFlyer

    I fly almost exclusively GA in XP12, so seeing accurate ground features is very important to me. For example, the circuit diagrams and procedures for Popham Airfield (EGHP) highlight several noise-sen

  • Lets break it down...   The desktop version of Aerofly is available on steam. The Ortho is made either by freely accessible  satellite orthos (which cover the low resolution part)... which l

3 hours ago, tonywob said:

It went further than that, it used AI to try and work out the style of roof as well, i.e. Flat, gabled etc. Blackshark.ai who made it eventually released the tech for other users, https://teamorlando.org/blackshark-ai-launches-globe-plugin-for-unreal-engine/ 

Is it time to dream? 

CPU Ryzen 7800X 3D  RAM 32GB Corsair VENGEANCE DDR5 6000MHz GPU GEFORCE RTX 4090
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5 hours ago, Daube said:

One major aspect of MSFS scenery is the autogen that is linked to the ground color. Thanks to this, there is a natural variation of the trees colors in a forest in accordance with the underlying ground texture, and I think the roofs of autogen houses are supposed to match the roof color on the ground texture as well... but I haven't checked that in a while...

But for the forest I'm 100% sure. This is the main thing that's missing from the XPlane autogen forests, especially when using orthos.

Apples and oranges. Always remember that what you see draped on the ground in MSFS is the product of massive preprocessing and streaming from a single source and not something generated at real or at load time on your machine from one of many sources. Guessing tree colors in real time from underlying textures by constantly probing it would ruin object batching and therfore XP's performance. However, a manual shader control panel for the trees and roofs (and whatever else), so that users can adjust their general coloring to roughly match what the ortho provider supplies below is certainly possible.

7950X3D + 7900 XT + 64 GB + Linux | 4800H + RTX2060 + 32 GB + Linux
My add-ons from my FS9/FSX days

My preference has always been for X-Plane scenery, mainly for the accuracy of the airports and flight modeling.  When I fly big commercial aircraft, I'm too high to nitpick or enjoy the scenery.  After TOD I'm too busy in the cockpit to spend much time looking for landmarks and unique features.  What I want is an accurate representation of an airport on approach - the correct layout, buildings, ramp, taxiways, etc.   The same thing a real pilot would recognize flying into a familiar airport. 

And I'm usually for the little guy, not the big corporation.

Well looks like the next big thing for XP 12 is the big ground scenery update using raster files, something to look forward to.

On 11/6/2025 at 3:18 PM, XMAN said:

I dont need the whole world i like the idea of smaller areas that i could purchase one time, no streaming with seasons and trees that match with the Ortho,,,               

In a way you can already do that, there are developers who went as far as modeling complete islands, with manually placed objects, roads, water colors, etc. And don't forget Orbx TrueEarth GB

For somebody wanting to fly low and slow those sceneries are magnificient.


 

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