Ottimo video Federico! Grazie per la condivisione!!
@marionetteworks14 сағат бұрын
Thank you so much Federico, this was really useful to show examples of the LOD debug and Statistics profiler.
@Stefano_SPGamer3 күн бұрын
Thank you again Federico ❤
@ragnaregeland46306 күн бұрын
A very good and informative video. Looking forward to your next modelling/LOD video.
@MSFS-SDK-TUTORIALS6 күн бұрын
@@ragnaregeland4630 thanks!! It will come Monday I hope!
@HonestHans3655 күн бұрын
Thank you KZbin algorithm. You have explained LOD very well. Now I understand what it is and won’t set it on max on PC.
@brianbuckley67136 күн бұрын
Arrrgh! 😢😢😢😂 Grazie Federico. You have explained LODs beautifully.
@joe_ger5 күн бұрын
Thanks for the video. Now everyone understands. We can start again with the new scenery. Perfectly explained.
@flyingfries10276 күн бұрын
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.
@KOCHONNET6 күн бұрын
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😐
@kazuar135 күн бұрын
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
@Captain80046 күн бұрын
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.
@614NLV6 күн бұрын
anyone can be on the camera any cat will always steal the scene 😸
@stfosteeeen55886 күн бұрын
very interesting Federico. Could you do tutorials how to build simple custom airfields in MSFS2024 grazie mille
@Borgillios5 күн бұрын
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?
@MSFS-SDK-TUTORIALS5 күн бұрын
@@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
@pilot-maia5 күн бұрын
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.
@MSFS-SDK-TUTORIALS5 күн бұрын
@@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
@emarcel-l4i6 күн бұрын
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.
@MSFS-SDK-TUTORIALS6 күн бұрын
@@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)
@benedictrastetter30845 күн бұрын
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
@EthanLessiter5 күн бұрын
Fantastic video! Can you publish the link for the diagram at the end?
@MSFS-SDK-TUTORIALS5 күн бұрын
@@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
@Borgillios2 күн бұрын
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?
@MSFS-SDK-TUTORIALS2 күн бұрын
@@Borgillios ehm no, if you are in the Discord, please share your object so I can take a look!
@akaristudiosaks50806 күн бұрын
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-TUTORIALS6 күн бұрын
@@akaristudiosaks5080 can you please elaborate? On my Xbox X, bad LOD models still behaves in the same way as described in the video
@Viviansen6 күн бұрын
@@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.