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Idea

IcemanFBW avatar image
IcemanFBW suggested cptalpdeniz commented

Define additional virtual "cameras" which can be rendered to a gauge, for aircraft which use cameras in real life (e.g. A380/A350 taxi and tail camera)

Would it be possible to have some kind of system that lets us define additional virtual "cameras" in the sim and render them to an HTML image (kind of like synthetic vision on the Garmins does, but with more detail) ? This would be necessary to create cameras in the sim avionics, which many aircraft, including the A380, A350, SR22, etc. make use of.

aircraftdefaultgauges
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10 Comments

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StevenPearce avatar image
StevenPearce commented

It's a nice idea, but the performance hit would be ridiculous as it would involve rendering everything twice. In VR where everything is already rendered twice, frame rates would probably be in the single digits.

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IcemanFBW avatar image IcemanFBW commented ·

It's handled fairly well in P3D and XP11 already with almost no noticeable frame impact. The virtual cameras themselves won't be used unless an addon explicitly makes use of them (and will probably have an option to disable them), and the cameras themselves are fairly low quality, both in terms of resolution and refresh rate. We don't need something perfect - even something similar to the existing synthetic vision on the sim's Garmins would work.

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Krazycolin avatar image
Krazycolin commented

Yes please... times two

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SonantAlpaca avatar image
SonantAlpaca commented

Hello,

At the moment this is not in our roadmap.

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charuma0 avatar image
charuma0 commented

Could you add it to the roadmap?

2 comments
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FlyingRaccoon avatar image FlyingRaccoon ♦♦ commented ·

Hello.


This topic has been addressed during the SDK Q&A on twitch: https://www.twitch.tv/videos/1292592820

It's not in the roadmap yet because of engine capabilities and performance reasons.
So the answer is no, at least in the short/medium term.

Regards,
Sylvain

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IcemanFBW avatar image IcemanFBW FlyingRaccoon ♦♦ commented ·
Just a suggestion for devsupport - would it be possible to have a tag to represent something that isn't in the short/medium term roadmap, but isn't completely ruled out? Currently the tag is "won't do", which gives the impression that this is 100% off the table. Thank you!
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tonypezz avatar image
tonypezz commented

I second Iceman for the request, this would actually be very positive for the game, it would enable lot of possibilities for devs.
Other games manage this with no serious perfomance issues, see DCS targeting pod or P3D/xplane as other suggested already.

Please add this to the roapmap and give it some priority when possible.

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virtuali avatar image
virtuali commented

I already posted a similar Idea a while ago:

https://devsupport.flightsimulator.com/idea/349/render-to-texture-features-loading-gauges-on-any-o.html

Which still fall into the general category of "Render to texture" that could cover camera views projected over textures. Is currently flagged as "Schedule Evaluation", even if the last post still says is not on the roadmap, but perhaps it might be added some day.

In the meantime, we must work with that we have (since users demands active panels/docking systems and the like), which will mean doing it anyway, but in a way less efficient manner, with lots of visibility checks and/or lots of Simconnect calls.


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nikitoS1803 avatar image
nikitoS1803 commented

Definitely a +1 on this request. Without them even making something as a U-2 is impossible (it's got not only the camera in the belly but also optics like the driftsight and the sextant, which I don't see a way to recreate without such 'virtual cameras')

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cptalpdeniz avatar image
cptalpdeniz commented

When competitors that have existed for years were able to get this done 5 years ago, I do not see any reason why MSFS would not be able to have this functionality at all. Bumping this again.

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EPellissier avatar image EPellissier ♦♦ commented ·

I am surprised that you "do not see any reason" since we explained multiple times already why we were not planning to offer this feature for now. It also sounds a bit biaised to claim that "competitors did it 5 years ago" since, as far as I know, they do not offer the same rendering quality as MSFS (but maybe you disagree on this point).

Best regards,

Eric / Asobo

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cptalpdeniz avatar image cptalpdeniz EPellissier ♦♦ commented ·

Hello Eric, I appreciate the response. I’d like to reply to second part of your response as it shows a bigger issue in how Asobo sees MSFS.


Yes, rendering quality and end result for graphics are far superior compared to other sims. This is a fact. I’m calling “other” as even though its same market, MSFS and the way its going is not a competitor to them. Anyways, the issue I see here is the lack of commitment from Asobo. As far as I see, you do not want this to be “go-to” simulator. Things like these are important because it’s it enables more in-depth simulation. Everybody, accepts that graphically MSFS is far superior. However this is not what people are discussing here. They are discussing it for realism, more in-depth simulation etc. this is where Asobo is falling behind. A lot. I’m sorry but I understand there are contractual obligations, revenue generating features and partners in concern but when will Asobo take things seriously or provide support for more in-depth simulation? From what we see you guys are developing the sim, doing great things but its 4 steps forward and 3 steps back. For instance WXR issue. Asobo said they fixed it and provided API yet it’s no where near what its needed.


To summarize, I think there are bigger issues here. And these issues start from the fact that you guys look at things from graphical and perception point of view, not realism or actual simulation aspect of it. Which I find it interesting, name of the game is “Flight Simulator” yet Asobo does not accept feature requests from 3rd party developers that are related to improvement of simulation aspect of it.

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EPellissier avatar image EPellissier ♦♦ cptalpdeniz commented ·

Since my role here is to provide support to developers and not really to debate with them, I'll try to keep it short:

  • "the issue I see here is the lack of commitment from Asobo": this is curious since Microsoft and Asobo announced from the beginning that MSFS was a 10+ years project. The regular (and free) Sim & World Updates also seem to contradict your statement - unless you meant something else?
  • "They are discussing it for realism, more in-depth simulation": again, this is a curious statement in a topic that discusses virtual cameras. Granted, they would be nice to have for some planes but they are hardly related to "in-depth simulation".
  • "I understand there are contractual obligations, revenue generating features": which "revenue generating features" are you referring to? I am sure you can make your point without speculating about contractual obligations.
  • "when will Asobo take things seriously or provide support for more in-depth simulation?": although you may not agree (or understand), we have been doing so from the start.
  • "Asobo said they fixed it and provided API yet it’s no where near what its needed": not sure if the "fixed" part of this statement refers to the weather system or the API. I think we said quite early that we would not allow custom weather systems. We know that the Weather Radar Map API is not enough for some people - but please note that it is for others - and we may work on it again in the future.
  • "these issues start from the fact that you guys look at things from graphical and perception point of view, not realism or actual simulation aspect of it": this is probably the most wrong part of your post - there are more people in the studio working on planes (art, flight model, systems) than on rendering.
  • "Asobo does not accept feature requests from 3rd party developers that are related to improvement of simulation aspect of it": we regularly review suggestions/ideas and use them to both drive our roadmap and make adjustments to existing features. However as you know making a request does not mean it will be satisfied (and there could be many different reasons for this).

Best regards,

Eric / Asobo

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virtuali avatar image virtuali commented ·

Apart what other simulators are offering, isn't the MSFS graphic engine derived from Forza games ? All these games surely some kind of Render To Texture methods, for example in Rear view mirrors, so there must be something in the engine supporting that.

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EPellissier avatar image EPellissier ♦♦ virtuali commented ·

The relationship between our engine and Forza's engine is a myth - I have no idea if the person who wrote this was just speculating or if he should change his sources (maybe both).

The rear view mirror example is interesting: in most (if not all) racing games, the rear view mirror shows a (sometimes very) degraded view of what the main view could display (potential optimizations are a limited draw distance, toned down FXs, lower LODs...).

One thing to keep in mind is that these games also have control on what assets they are loading/rendering, which is not the case for MSFS.

The bottom line is: of course our engine is capable of RTT but there are other aspects that need to be taken into account (which mainly affect performance) before thinking about opening this to add-on developers.

Best regards,

Eric / Asobo

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virtuali avatar image virtuali EPellissier ♦♦ commented ·
The rear view mirror example is interesting: in most (if not all) racing games, the rear view mirror shows a (sometimes very) degraded view of what the main view could display (potential optimizations are a limited draw distance, toned down FXs, lower LODs...).

Sure, mirror won't ever require to have the same amount of detail of a normal view, it's overkill and not really required and for applications like "cameras" that project over a texture, it's perfectly acceptable to have a lower resolution, with no effects and perhaps limited shading.

However, RTT camera views are just one of the possible applications for RTT, another big one would be programmatically draw on a texture surface without having to necessarily project an existing view. Something like using one of the methods available in Gauges, like NanoVG, but over an arbitrary texture in the scene that is not necessarily a Gauge in an airplane Panel, with the feature possibly accessible through a stand-alone WASM module that register to some kind of callback whenever such texture is defined ( like the $-prefixed textures available since FSX )

In that case, it will be entirely the add-on developer responsibility of being careful how complex the drawing is, exactly like a Gauge developer is already supposed to do now.

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runshotgun avatar image
runshotgun commented

Maybe "at some point" it will be on their "roadmap". This is a huge part of airliner flying, military flying and GA flying (some Garmin units allows for a nose camera to be installed on a tail dragger).

If they're able to do multi-screens, VR and synthetic vision, I don't see why they can't do this.

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cptalpdeniz avatar image cptalpdeniz commented ·
As far as I see, having a realistic and in-depth sim is not their first priority. They are focused on more revenue generating things first. Which is honestly so disappointing considering the potential.
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N6722C avatar image
N6722C commented N6722C edited

Then virtual "cameras" which can be rendered to a gauge

and able to show Youtube video, twitch stream, TikTok etc,, should sell like Hot cakes to the targeted market ..

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