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Sim Update 5 [1.7.27.0] Now Available | MSFS 2024

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Bunch of the VFR obstacles were also updated with SU5

Screenshot-2026-05-06-130104.png

 

38 minutes ago, SayAgain said:

and more work to make console performance better

Which also makes PC performance better.

Edited by Tuskin38

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7 minutes ago, Tuskin38 said:

Which also makes PC performance better.

Which is totally fine if we get a) the possibility to choose and b) it is not for the sake of visual quality. But I understand them, the same discussions you get in other games, simply because most nowadays dont know anymore for what those settings are for and only know «ultra». Easiest way would be to restrict «ultra» settings to highend PC users and locking them with a warning message plus making them not even available on consoles. But reducing the overall visual fidelity of «ultra» settings for everyone unable to put those settings right is just the plain wrong approach imho...

Greetings, Chris

AMD Ryzen 7 9800X3D, 2x32GB DDR5 6000MT/s RAM, MSI RTX 4090 Ventus 3X, Windows 11 Home, MSFS2024

56 minutes ago, AnkH said:

But reducing the overall visual fidelity of «ultra» settings for everyone unable to put those settings right is just the plain wrong approach imho...

They haven't.

In fact the opposite, on proper 2024 spec models the main landing gear renders further out now than it did at launch.

It's just the nose gear that's an issue now.

Edited by Tuskin38

Yeah, but.....ya know....I kinda need my AIG database models to have properly rendered landing gear at any distance. Anything else is kinda irrelevant.

Christopher Low

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3 minutes ago, Christopher Low said:

Yeah, but.....ya know....I kinda need my AIG database models to have properly rendered landing gear at any distance. Anything else is kinda irrelevant.

Aren't many/most of those models essentially converted FSX/P3D planes from somewhere in the last millennium?

We might be lucky they work at all.

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43 minutes ago, Tuskin38 said:

They haven't.

In fact the opposite, on proper 2024 spec models the main landing gear renders further out now than it did at launch.

It's just the nose gear that's an issue now.

Was for once not talking about landing gear specifically 😉

Greetings, Chris

AMD Ryzen 7 9800X3D, 2x32GB DDR5 6000MT/s RAM, MSI RTX 4090 Ventus 3X, Windows 11 Home, MSFS2024

28 minutes ago, Tuskin38 said:

It's just the nose gear that's an issue now.

No (more than that, much more) ... 

https://devsupport.flightsimulator.com/t/sim-culls-model-parts-and-ignores-lods-of-the-model/17174/13

A very IMPORTANT thread and has gone from "by design" to "under review".  Everyone in that above thread has requested a graphics setting option.

The problem comes from a rather simple formula based on % of screen size which IMHO makes no sense (someone on a 77" 4K screen within a few feet will be able to notice the problem easily).  As pointed out, that lower resolution screens 1080p will exhibit lesser of a culling problem than higher resolution screens (aka 4K).  It does NOT make sense to use % of screen size as reference and even less sense trying to factor in all the end user other settings that could be at play.

The problem is present on all native MSFS 2024 objects with all their defined LODs.  I get that more than one LOD is needed, but that's NOT the problem as demonstrated in that thread.

Given the variability in end user resolutions, scaling, and other factors it would make more sense to provide a graphics settings option rather than to just assume everyone is at 1080p and use some value that works best for that resolution and only that resolution.  Which brings us back to XBOX which can do 4K but is typically using dynamic resolution scaling from 1080p or 1440p because it can't really do 4K at 60Hz and certainly not at 120Hz.

 

Extraordinary claims require extraordinary evidence. - Carl Sagan

15 minutes ago, HiFlyer said:

Aren't many/most of those models essentially converted FSX/P3D planes from somewhere in the last millennium?

I already covered this with video and screenshots (earlier in this long thread) that default MSFS AI model and other models (jetways) all present the exact same issue as in AIG and other AI traffic products.  This IS a Asobo/Micorsoft "by design" choice.

Extraordinary claims require extraordinary evidence. - Carl Sagan

Ah yes.  I am running in 4K and did find the LOD problem worse than ever.  Have to run in 4K though as since they nerfed the terrain texture resolution anything else looks like landing in a minestrone soup.  I zoom way out and run at a way higher resolution just to make it look half as sharp as it did during the MSFS 2020 heyday.  

Edited by Langeveldt

38 minutes ago, SayAgain said:

No (more than that, much more) ... 

https://devsupport.flightsimulator.com/t/sim-culls-model-parts-and-ignores-lods-of-the-model/17174/13

A very IMPORTANT thread and has gone from "by design" to "under review".  Everyone in that above thread has requested a graphics setting option.

 

I know they're looking into it now, but this earlier response is one of the reasons I find Asobo incredibly frustrating when it comes to "obvious in your face" issues;

------

I can reopen the subject internally, but I would need you to provide me with as much material demonstrating the issue as possible.
So if you can record videos showing obvious objects disappearing on ultra wide screens or in VR, this would help a lot.

Regards,
Sylvain

------

Here's an idea Asobo; PLAY YOUR OWN GAME

It's so very obvious when in VR with just default content that you see objects appear/disappear due to overzealous culling, this has been as obvious as day since VR was released for 2020 and yet in SU5 for MSFS2204 they've actually made it worse. It really is so annoying when things like this are so very obvious and yet it takes a push from the community before they wake up and take notice, it's like they're happy with mediocrity as there's no other explanation. Never known a developer so lacklustre, never ever in my 40+ years of gaming/simming

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2 minutes ago, MarcG said:

Never known a developer so lacklustre, never ever in my 40+ years of gaming/simming

Your complaints are 100% valid, but comments like these are wild to me. Either in your 40 years you've played very little games, or you really gotta take the rose-colored glasses off with respect to some games you've played in the past.

4 minutes ago, Lucky38i said:

Your complaints are 100% valid, but comments like these are wild to me. Either in your 40 years you've played very little games, or you really gotta take the rose-colored glasses off with respect to some games you've played in the past.

I've played many games, I've played many sims, I know what I see thanks.

Pico Neo3 Link VR - Windows 11 64bit, Gigabyte Z590 Aorus Elite Mobo, i7-10700KF CPU, Gigabyte RX 9070 XT OC 16gb (AMD GPU), 32gig Corsair 3600mhz RAM, SSD x2 + M.2 SSD 1tb x1

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1 hour ago, SayAgain said:

.....The problem comes from a rather simple formula based on % of screen size which IMHO makes no sense (someone on a 77" 4K screen within a few feet will be able to notice the problem easily).  As pointed out, that lower resolution screens 1080p will exhibit lesser of a culling problem than higher resolution screens (aka 4K).  It does NOT make sense to use % of screen size as reference and even less sense trying to factor in all the end user other settings that could be at play.

The problem is present on all native MSFS 2024 objects with all their defined LODs.  I get that more than one LOD is needed, but that's NOT the problem as demonstrated in that thread.....

I can assure you that the issue is easily seen on my 24" monitor (which is very small by today's flight simulation standards) at 1920x1080 resolution, so it isn't just a problem associated with the big screens at 4K resolution.

Edited by Christopher Low

Christopher Low

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UK2000 Beta Tester

They created something wildly amazing.  I remember being at FSWeekend or whatever it was called at Cosford, looking in awe at this one screen that had the MSFS 2020 trailer on.  Literally not much else in that show mattered at all, but this one screen (and a mention to Deadstick which was really interesting and a shame that it stopped).  

Anyway, they created this wildly amazing thing, and then spent the last seven years stumbling over themselves, not really making it any better.  Any core improvements have really been at the behest of third party developers (Fenix, SayIntentions, BATC, etc.).  What we have now is a watered down compromise. One which they've had to make for the hobby to survive as anything more of a niche.  

46 minutes ago, MarcG said:

but I would need you to provide me with as much material demonstrating the issue as possible.
So if you can record videos showing obvious objects disappearing on ultra wide screens or in VR, this would help a lot.

I’ve provided demonstrations of the several culling issues via video and screenshots numerous times in official and here.  I even tried to post on that thread I linked above but got some error saying I don’t have permissions??  I’m in their dev program so no idea what that was about and didn’t follow up … I guess they just had enough of my complaining 😉

I have no idea why they use % of screen size, the variability in end user hardware is probably why we see such variance in user perception.  If it really is such a basic calculation, all the easier to make it a graphic settings we can adjust to our liking … maybe 1 hour coding work, 1-2 days testing work, release.

Extraordinary claims require extraordinary evidence. - Carl Sagan

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