Fantastic job of explaining. Me thinks I have a lot of work ahead of me but your explanation will help emmencely. Theres a whole seaside town to do, complete with heliport. Also need to master baking textures. Thank you so muxch.
very intersting. I am waiting for your video. In one future video please explain too some basic example how to illuminate a Floorlight depending of the Lod.
Hello Federico and thank you for this instructive video as usual , as everyone is looking forward to seeing your next video of the "how to make LOD in blender" has a great day😐
Good job Frederico. Very well explained! I remember also Seb saying that in FS2024 the correct mip map is loaded for each texture according to distance (while in FS2020 all the textures where loaded anyway, regardless of the size of the object to display). So even by not creating dedicated and smaller textures for your intermediate LODs, you should benefit from a smaller texture footprint in memory in FS2024. I haven't checked, though :) On another note, the "new" LOD system was mostly the fact that, to match this enforced (but not new) LOD policy, we should split our aircraft (or big buildings) into several simobjects. So each part can benefit from its own LODs. That's the new thing that can become a bit of a headache for developers.
thanx man! kindly waiting for video how to automaticaly create all this LODs for existing models or how to reduce number of verticles in our models by some plugins or Blender tricks
Do you know which graphic setting is needed to have the ultra lod limits applied instead of the ones shown for high settings? No matter what I try it stayed at the high limits
Hello Federico. Great content, as always. I noticed that some of my objects were disappearing from the screen very early in fs2024, some are only displayed when I'm on top of them (lol). I have a few questions, if you can answer them: 1. Does the relationship between the number of vertices of the object and the maximum number of vertices have any connection with the graphics settings of fs2024? 2. I noticed that in fs2024 there must be an xml file for each texture file, when are we going to have an exporter addon that already creates this xml, as well as the inclusion of the animation configuration lines in the object's xml? Thanks for everything. Hugs.
@@pilot-maia thanks ! 1. Technically yes, the Object LOD settings limits the max vertices 2. The Blender exporter is already been updated for 2024, but is still missing the ability to add animation lines. It is available in the SDK core download, but has a little bug that prevents it from working correctly A working and configured Blender installation including working plug-in is always available in my Drive drive.google.com/file/d/1TS4dBaVMVVzMjc8xupkyHfk3Q1YeV-U7/view?usp=drivesdk
Hi Frederico. Thank you for your tutorials. I have learned a lot. I have built fs2020 sceneries and some of them works in 2024 without any LOD problem. How can that be?
Hello Federico. I noticed that in fs2024 my objects are only displayed when I'm very close to them, some almost on top of them, but I don't understand what I can do to solve this.
Yeah we had that Problem on xbox in 2020 but only at the beging. At the End of 2020 the Lod Was almost just the same like on PC. So what have they done to make it better?
@@MSFS-SDK-TUTORIALSCredo che l'utente si riferisca a uno degli ultimi update per MFS 2020, dove il LOD dinamico fu reso molto più aggressivo per prevenire CTD e il blackout sulle avioniche ( specie sugli aerei più complessi ). Un video molto informativo, è stato addirittura postato nel forum ufficiale sul topic che raccoglie i feedback sulle performance ( pessime ) su console. Gli utenti Xbox al momento sono piuttosto confusi, come dire.
hmm... One small object may not be visible from a distance, but a group of objects representing a larger structure will be. For example, a farm of windmills on the shallow seas.
@@emarcel-l4i a single windmill has a giant bouding sphere by itself because of its height, there shouldn't be problems at all. Actually, this is the case to force with the .xml a lower Lod in order to save on performance (a windmill is extremely easy to LOD)
@@EthanLessiter thanks Ethan! Sure, docs.flightsimulator.com/msfs2024/html/3_Models_And_Textures/Modeling/LODs/LOD_Selection_System.htm Updated video description as well with useful pages
Why now are xml files for every texture file? I use a texture more than twice. So there is no reason to libk a texture to only one model. Also 2020 and 2024 are different in many aspects. At the end i must export all models again for 2024. And it is not possible to build a package with 2020 when xml fiiles are in texture folder. And there are big issues. Example RKSS. In 2020 the Bing background was correct but the airport was not aligned in the selection window of free flight. In 2024 the airfield area is not part of Bing. In the srandard scenery it consists of big grey squares and between taxi and runways are wood with many trees. As developer of this airport I used LODs since FSX. No problem with LODs and I used them in 2020. But missing areas of Bing are really crap. And i make ZMCK in Mongolia. Even this international airport is not a standard scenery in 2024.
@@FlightDeckMagazin xmls Texture are not linked to a single model, they are rather defined as "where" they are used(like albedo/normal/comp) Why? That's the programmers choice I have another video showing how to not convert your modelLib, is is your choice, as well is your choice developing for a game or another one. You really need to consider them 2 different games, because...they are..
Fantastic job of explaining. Me thinks I have a lot of work ahead of me but your explanation will help emmencely. Theres a whole seaside town to do, complete with heliport. Also need to master baking textures. Thank you so muxch.
A very good and informative video. Looking forward to your next modelling/LOD video.
@@ragnaregeland4630 thanks!!
It will come Monday I hope!
Thank you so much Federico, this was really useful to show examples of the LOD debug and Statistics profiler.
Thank you TH-cam algorithm. You have explained LOD very well. Now I understand what it is and won’t set it on max on PC.
Ottimo video Federico! Grazie per la condivisione!!
Thank you again Federico ❤
Thanks for the video. Now everyone understands. We can start again with the new scenery. Perfectly explained.
Arrrgh! 😢😢😢😂 Grazie Federico. You have explained LODs beautifully.
Thank you sooooooo much!!
very intersting. I am waiting for your video. In one future video please explain too some basic example how to illuminate a Floorlight depending of the Lod.
Hello Federico and thank you for this instructive video as usual , as everyone is looking forward to seeing your next video of the "how to make LOD in blender" has a great day😐
Good job Frederico. Very well explained! I remember also Seb saying that in FS2024 the correct mip map is loaded for each texture according to distance (while in FS2020 all the textures where loaded anyway, regardless of the size of the object to display). So even by not creating dedicated and smaller textures for your intermediate LODs, you should benefit from a smaller texture footprint in memory in FS2024. I haven't checked, though :)
On another note, the "new" LOD system was mostly the fact that, to match this enforced (but not new) LOD policy, we should split our aircraft (or big buildings) into several simobjects. So each part can benefit from its own LODs. That's the new thing that can become a bit of a headache for developers.
really awesome, thanks for the upload. Do you perhaps know how ground imagery LODs work or more so the draw distance.
thanx man! kindly waiting for video how to automaticaly create all this LODs for existing models or how to reduce number of verticles in our models by some plugins or Blender tricks
anyone can be on the camera
any cat will always steal the scene 😸
Do you know which graphic setting is needed to have the ultra lod limits applied instead of the ones shown for high settings? No matter what I try it stayed at the high limits
Hello Federico. Great content, as always. I noticed that some of my objects were disappearing from the screen very early in fs2024, some are only displayed when I'm on top of them (lol). I have a few questions, if you can answer them: 1. Does the relationship between the number of vertices of the object and the maximum number of vertices have any connection with the graphics settings of fs2024? 2. I noticed that in fs2024 there must be an xml file for each texture file, when are we going to have an exporter addon that already creates this xml, as well as the inclusion of the animation configuration lines in the object's xml? Thanks for everything. Hugs.
@@pilot-maia thanks !
1. Technically yes, the Object LOD settings limits the max vertices
2. The Blender exporter is already been updated for 2024, but is still missing the ability to add animation lines. It is available in the SDK core download, but has a little bug that prevents it from working correctly
A working and configured Blender installation including working plug-in is always available in my Drive
drive.google.com/file/d/1TS4dBaVMVVzMjc8xupkyHfk3Q1YeV-U7/view?usp=drivesdk
Hi Frederico. Thank you for your tutorials. I have learned a lot. I have built fs2020 sceneries and some of them works in 2024 without any LOD problem. How can that be?
@@Borgillios guess you have been a good boy and added LODs in the 2020 3d objects 🙂
Or they are so big that their LOD0 keep at a large distance
very interesting Federico. Could you do tutorials how to build simple custom airfields in MSFS2024 grazie mille
Now I am trying to make LOD:s as your tutorial for ms2020. But the texture turn grey when LOD 1 to 3 is active. Any idea why?
@@Borgillios ehm no, if you are in the Discord, please share your object so I can take a look!
Hello Federico. I noticed that in fs2024 my objects are only displayed when I'm very close to them, some almost on top of them, but I don't understand what I can do to solve this.
ehm..the whole video is literrally explaining this...you either have bad lods or do not have them
Yeah we had that Problem on xbox in 2020 but only at the beging. At the End of 2020 the Lod Was almost just the same like on PC. So what have they done to make it better?
@@akaristudiosaks5080 can you please elaborate?
On my Xbox X, bad LOD models still behaves in the same way as described in the video
@@MSFS-SDK-TUTORIALSCredo che l'utente si riferisca a uno degli ultimi update per MFS 2020, dove il LOD dinamico fu reso molto più aggressivo per prevenire CTD e il blackout sulle avioniche ( specie sugli aerei più complessi ). Un video molto informativo, è stato addirittura postato nel forum ufficiale sul topic che raccoglie i feedback sulle performance ( pessime ) su console. Gli utenti Xbox al momento sono piuttosto confusi, come dire.
hmm... One small object may not be visible from a distance, but a group of objects representing a larger structure will be. For example, a farm of windmills on the shallow seas.
@@emarcel-l4i a single windmill has a giant bouding sphere by itself because of its height, there shouldn't be problems at all.
Actually, this is the case to force with the .xml a lower Lod in order to save on performance (a windmill is extremely easy to LOD)
Fantastic video! Can you publish the link for the diagram at the end?
@@EthanLessiter thanks Ethan!
Sure,
docs.flightsimulator.com/msfs2024/html/3_Models_And_Textures/Modeling/LODs/LOD_Selection_System.htm
Updated video description as well with useful pages
Why now are xml files for every texture file? I use a texture more than twice. So there is no reason to libk a texture to only one model.
Also 2020 and 2024 are different in many aspects. At the end i must export all models again for 2024. And it is not possible to build a package with 2020 when xml fiiles are in texture folder.
And there are big issues. Example RKSS. In 2020 the Bing background was correct but the airport was not aligned in the selection window of free flight.
In 2024 the airfield area is not part of Bing. In the srandard scenery it consists of big grey squares and between taxi and runways are wood with many trees.
As developer of this airport I used LODs since FSX. No problem with LODs and I used them in 2020. But missing areas of Bing are really crap.
And i make ZMCK in Mongolia. Even this international airport is not a standard scenery in 2024.
@@FlightDeckMagazin xmls
Texture are not linked to a single model, they are rather defined as "where" they are used(like albedo/normal/comp)
Why? That's the programmers choice
I have another video showing how to not convert your modelLib, is is your choice, as well is your choice developing for a game or another one. You really need to consider them 2 different games, because...they are..
Hello @MSFS-SDK-TUTORIALS