
There is so much idle CPU core power sitting on those PCs. … what if those trees and many other objects would have a “this is where it touches the ground” marker … then the game engine could validate scenery prior to rendering it. Just in theory … say trees are placed in “absolute 3D positions” in the world, then someone refines the elevation data, and now you get floating trees all over the place Not because that tree particular tree looks ugly … but because it is an indicator that some part of the game engine(s design) is “buggy” or not fit for the job (yet).

Problems in those parts do multiply.Īnd even the “single floating tree” which you mention should be a “concern” to Asobo. I any game developer should value such qualities of the base game engine.

The only crashes I suffered have been the early “Xbox controller going to sleep” crashes. I was truly impressed with MSFS when it came to CTD issues (prior to SU5). A rock solid high quality high performance “world scale” game engine is hard … but a truly valuable asset.

Whatever Asobo learns and develops in/for MSFS might (should) serve as a generic world game engine for many other games to come. I would not agree … and if I were Asobo … I would care, and here is why: PS: In my case the above images have been made in 4K, Ultra on a PC with a AMD Vega II GPU … I did not (yet) check with lower res, but since this is 3D data misalignment, I doubt that Medium, or Low really affect this one. Perhaps a fix for EIAB might even fix those (A) related water cracks which still are very prominent in SU5. I hope Asobo will take a close look at this, because it hints at a fundamental problem in the new engine, which causes misalignment of tiles along their edges. I suspect that for performance reasons since SU5 the entire world is now tile based, whereas prior to that there seems to have been two different rendering strategies, where most of the world was some kind of continuous progressive mesh (OK … that is just me trying an educated guess on what I have observed … actually I have no clue how the Asobo engine works).

So it seems like this artifact is “tile based”. Now it can only be seen in full res … but there are a bunch of bright bluish pixels perpendicular to the “big crack” very close to the bottom of the image.
