March 13Mar 13 the render distance of the main landing gear is improved on models with proper SDK compliant models, but the nose gear still vanishes not very far away. Edited March 13Mar 13 by Tuskin38
March 13Mar 13 5 hours ago, kevinfirth said: Asobo's advice to combat contribution culling seems to be to group objects I’ll go out on a limb here and say that will not be a “complete” solution. I’d rather Asobo let us decide if we want the “contribution culling” On or Off per graphic settings. I’ve noticed their implementation causes several other issues with other small objects coming into “view” … good example is scrolling around PMDG 737 at a close distance (say 70 ft) and move the camera down from top to ground behind the wing … the landing gear will suddenly pop (render) leaving a few ms where there is no landing gear … this is … well … janky! (I used my wife as an impartial observer and presented her this issues and “Janky” were her words). You can test this out for any object, not just landing gear and it’s not entire LOD specific, can happen relatively close to objects, just have to hit the right camera angle and obstruction as it shifts into view. I understand they want to try to keep performance up for the XBOX/CONSOLE users, but I think PC users should be offered an option to turn this feature (contribution culling) On or Off. And then trying to get 1000’s of 3rd party add-on developers to redo all their 3D modeling work just to “try” to satisfy Asobo’s contribution culling implementation is frankly not going to happen … not for prior products and probably not future products as the additional modeling costs to meet this “group” criteria that may still not even resolve the issue completely is again just not going to happen. Not everyone chases FPS, some of use prefer visual quality over FPS (I know hard to believe). This issue with MSFS 2024 is why I keep going back to XP12 that doesn’t suffer this problem at all and rock solid 60 fps vSync. Fingers crossed that Asobo are more pragmatic with a solution that works 100% of the time. Edited March 13Mar 13 by SayAgain Extraordinary claims require extraordinary evidence. - Carl Sagan
March 13Mar 13 Well, it's Friday the 13th. Can we expect Mademoiselle to roll out a new beta update today?
March 13Mar 13 On 3/11/2026 at 12:13 PM, Krakin said: Is it just me or have they toned down the brightness of the milky way? Looks the same to me
March 13Mar 13 22 minutes ago, Vitold69 said: Well, it's Friday the 13th. Can we expect Mademoiselle to roll out a new beta update today? It seems they have changed their update plans to mondays acutally
March 13Mar 13 Why does the Milky Way look darker than the surrounding sky in that screenshot above? It should be the other way around. Christopher Low AMD Ryzen 7 9800X3D CPU / 64GB DDR5-6000 RAM / 12GB Nvidia RTX 4070 Super GPU / Gigabyte X870E Aorus Elite Wifi 7 / 1+2TB Samsung Evo Plus M2 Nvme UK2000 Beta Tester
March 14Mar 14 On 3/12/2026 at 4:45 PM, kevinfirth said: Asobo's advice to combat contribution culling seems to be to group objects And here is why I think Asobo are trying to deflect rather than address: PMDG 737-900 recent release. You can see the rear landing gear meld in and out before the nose gear ... BUT (and important BUT) why aren't the much smaller runway edge lights doing the same? If this is really an issue with "contribution culling" then those smaller object edge runway lights should be fading in/out also, but they don't! This is default KHIO. I really do think Asobo need to take a serious look at this rather than just keep deflecting. Rob. Extraordinary claims require extraordinary evidence. - Carl Sagan
March 15Mar 15 On 3/13/2026 at 12:45 AM, kevinfirth said: Asobo's advice to combat contribution culling seems to be to group objects, so they are evaluated as more significant by the sim engine and pass the render threshold. It will be interesting to hear some feedback from @Kaiii3 as to whether their internal testing has shown this can mitigate the problems? Jay is still testing some stuff
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