Whereas if you could do line of sight to some mountains or other that are within your LOD 300 setting then don't reduce LOD, or something along those line. So if the surrounding view is within Terrain LOD of 300, and you can't actually see detail at LOD 300 because it's flat, then reduce the Terrain LOD substantially. I think you could do an intelligent algorithm that looks at the elevation and distance from the observer and only cull detail when that detail is truly in line of sight and within the range of what your basic LOD setting was. I brought that idea a little while ago for the same reasons. But I think there's something else going on with that as well that needs to be fixed.Įdit: Thinking about it some more, I don't want Asobo to lower the LOD at low altitudes, if I can see where the tree line stops in the horizon, it's not high enough.
![blurry textures on sl cache viewer blurry textures on sl cache viewer](https://www.mdpi.com/sustainability/sustainability-11-02137/article_deploy/html/images/sustainability-11-02137-g011-550.jpg)
It could help with the framerates sinking so bad every time we land. So low altitude = lower LOD, high altitude = higher LOD. The higher LOD (if the scenery is made with proper LOD levels) will only be useful at higher altitudes where you can see further. If you're on the ground and up close to things you'll see them anyway. Maybe Asobo should look into creating a "Dynamic LOD". LOD-T seems to have the most predictable impact on the Main Thread, making it easy to setup a flight so that one never needs to stop and adjust, gate to gate. I can increase LOD-T much higher (300-400) depending on plane and airports involved and retain perfect performance. Don’t worry, dignity is secondary to getting mad propz from people who can’t create. If you can’t afford the L1, then beg for it at a public sandbox.
#BLURRY TEXTURES ON SL CACHE VIEWER HOW TO#
Landing at KSFO the other day with LOD-T at 300 killed frames down to 25-26: simply going to 220 fixed that completely. How to steal hair in second life The first thing you have to do is get a demo. I'm running RS 130, all Ultra, Vsync to 30, LOD-O 200, Texture SS 8x, and finally am able to consider only LOD-T prior to flight launch: if I'm in the 787 HD mod, flying into the worst of the worst terminals as long as I keep LOD-T at 220 or less I get 100 percent stutter-free performance from gate to gate. I realise these exact settings will not give the same results on every system, but It may help some achieve better graphics. By reducing these settings, especially the ones I mentioned, a Render Scale of 130 was achieved. The video clearly shows very little difference in quality between medium/high/ultra for many settings. However, I didn’t want to reduce graphic quality. Raising the Render scale does help reduce these blurry textures. Note: this is just a quick work around (that causes the textures cache to be emptied) and will require further investigations (the bug is likely triggered by the. Like many, I saw blurry ground textures at a certain distance from the aircraft. Incremented the textures cache version so that you do not risk seeing 'rainbow textures' when switching back and forth between old pre-assets-cache and newer versions of the viewer. The video may not be current, or be at an ideal resolution, but it does show raising settings gives diminishing returns.
![blurry textures on sl cache viewer blurry textures on sl cache viewer](https://adelphiagaming.files.wordpress.com/2015/01/test2.jpg)
My system will not run everything at ultra with a render resolution of 130. With your system and fps limiter at 30 fps you can run everything on Ultra.
#BLURRY TEXTURES ON SL CACHE VIEWER 1080P#
many things have changed in graphics and CPU usage since September 2020.Īlso, are we supposed to judge the quality of the textures and notice any difference in resolution / supersampling from a 1080p Youtube compressed video?