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HybridNZ avatar image
HybridNZ asked HybridNZ answered

Projected mesh rendering strangely in Performance Plus Beta

Hi guys we have been testing our newly released pro scenery Performance Plus Beta and we have been having a lot of problems with the projected mesh apron and runway.

As far as we can see it seems to be the way the sim is rendering the base map. This doesn't seem to be introduced in the normals or roughness maps.

The issue is the lime green and brown coloring that has been introduced. This is happening on several of our airports and some of the other team who are running the previous stable public build don't have the problem.
As per attached images

Has something been introduced to the render engine that is causing palette issues ?

Attached issues showing some of the issues. We are happy to send you some of our scenery for you to see for yourselves.

The pictures show it being subtle but I can say its pretty bad when you're in the sim.


nzns-projected-mesh-render-issues5.jpg
nzns-projected-mesh-render-issues2.jpg nzns-projected-mesh-render-issues3.jpg nzns-projected-mesh-render-issues1.jpg
scenerybugtexturing
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tsgucci avatar image
tsgucci answered

It was promised that for the V update early access there will be a separate forum:

https://devsupport.flightsimulator.com/questions/1040/sim-update-v5-should-we-report-bugs.html

So far we did not receive any other news.

Officially the bugs encountered should be sent to the email address where you got the access.


I agree projected meshes are a problem in the editor too. They are loaded but after few rounds at the airport they disappear. The airport group in the editor cannot be expanded, it collapse itself immediately or even causes a CTD.

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tsgucci avatar image
tsgucci answered

I have checked a new build and not only the projected meshes have this greenish tint. Even simobjects and normal static scenery objects.

1625749718304.png


1625749718304.png (3.9 MiB)
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HybridNZ avatar image
HybridNZ answered HybridNZ edited

Thanks, I've pulled the texture (Old) and rotated it and lined it up against Performance Plus (New) .. when you get really close in the cockpit the effect is very bad. But this shows it in a a high level view in 1 section. Yes the texture is 16bit and not 8bit. We have tested that and it makes no difference.
newvsold.png


newvsold.png (1.4 MiB)
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HybridNZ avatar image
HybridNZ answered HybridNZ commented

Finally had some time to get to the bottom of this.

It seems the extra compression introduced in the colour palette for 1.18.20 that is being used to render is now introducing artefacts to projected mesh.

It just so happened that our scenery was using some of these colours. The problem we all now have unfortunately is anything in the cyan to greyscale now have swapped 'near or close enough' colours being used.


In my examples here I have run several mixed colours and 3 true RGB colours in gradient to grey.

In the 1.17.30 example, you can see far less colour compression introduced.

In the 1.18.12 example, you can see quite a severe colour banding starting as the compression algorithm tries to match nears colours and swaps it with what it thinks is right. In our case a true low cyan grey for a lime green colour.

And finally to make sure this isn't being introduced in the SDK PNG -> DDS conversion I manually saved a higher resolution DDS file and pasted it back over the top of the package textures and the severe colour banding still exists. In short, the new changes introduced into the Asobo render engine are introducing severe colour artefacts.

1.17.30
11730-less-compression-projected-mesh.jpg


1.18.12 - Introduced render engine compression artefact colour banding for projected mesh - Asobo SDK DDS

11820-asobo-sdk-dds-flightsimulator-svao8ykdno.jpg


1.18.12 - Introduced render engine compression artefact colour banding for projected mesh - Nvidia PS DDS replaced file. Colour banding still exists so isn't an issue with the PNG to DDS conversion process.

11820-nvidia-dds-flightsimulator-svao8ykdno.jpg


You can spot other problems in the RGB range and the other mixed colour ranges, black to grey seems to have suffered the least.

In short, I have tried all sorts of things to stop our projected mesh from blending into these colour ranges but it actually causes more problems than fixes.
It would be a lot better if this bug can be looked at and fixed on the render engine side of things.
I did notice some default textures are also suffering now.


PS excuse the file version name 1.18.20 .. I meant 1.18.12.


2 comments
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FlyingRaccoon avatar image FlyingRaccoon ♦♦ commented ·
Hello.

Thank you Hybrid for the awesome report. This will help our dev a lot to identify the issue.

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HybridNZ avatar image HybridNZ FlyingRaccoon ♦♦ commented ·

happy to help

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HybridNZ avatar image
HybridNZ answered HybridNZ commented

Hi, is there any update to the restoration of the colour pallet to pre-update 5 standards (at least for PC) ? It's causing a lot of issues in the sim such as clouds, textures, sky colour banding, the golden hour is now a mess and of course, us devs are now having to flatten texture colours down (no gradients) to stop artefacts from appearing in our scenery.


6 comments
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FlyingRaccoon avatar image FlyingRaccoon ♦♦ commented ·

Hello.

Did you enable the HIGHQUALITY flag on the texture used by the object referenced in by the projected mesh?

Textures (flightsimulator.com)

Regards,
Sylvain

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HybridNZ avatar image HybridNZ FlyingRaccoon ♦♦ commented ·
Hi Sylvain, yes we have tried all that ... this is an issue with the colour pallete reduction the render engine now has since SU5 and trying to fit it into xbox. Its also the reason the clouds and sky now look very low quality from what it use to be.
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FlyingRaccoon avatar image FlyingRaccoon ♦♦ HybridNZ commented ·
How does the object look when you import it directly in the scenery and not through the projected mesh flow?

Can you please provide me with a sample package showing the issue?

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FlyingRaccoon avatar image FlyingRaccoon ♦♦ HybridNZ commented ·
@HybridNZ Still interested by your package. Our devs are having a look at this issue and that would help them.

Regards,
Sylvain

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HybridNZ avatar image HybridNZ FlyingRaccoon ♦♦ commented ·

Hi is this conversation private ? How would you like me to upload it ?

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FlyingRaccoon avatar image FlyingRaccoon ♦♦ HybridNZ commented ·

Hello.

You can post the link as a private comment with visibility set to original poster and moderators only.

1632814448656.png

Regards,
Sylvain

1 Like 1 ·
1632814448656.png (30.6 KiB)
Darwikey avatar image
Darwikey answered HybridNZ commented

Hi HybridNZ,

Thanks for your feedbacks. It help us improve our ground texture compression. To fix the issue we compress with more precision color close to grey.

Regards,

Xavier

1 comment
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HybridNZ avatar image HybridNZ commented ·
Thanks Xavier



We're very happy to hear this news, it's going to benefit all in the Sim.

Thanks for looking into it

Josh
NZA Simulations

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FlyingRaccoon avatar image
FlyingRaccoon answered FlyingRaccoon edited

Hello @HybridNZ
Some update on this. A fix is ready on our side and will available with upcoming updates.
As Darwikey said, we have more precision on grey colors when compressing.

That said, on your scenery, the greenish color is more diffuse and less contrasted but not totally eliminated.
Sampling your original PNG texture, it's seems there's a slight shift towards green and blue (something like 30;40;40) and successive compressions still tend to reinforce that gap so in that case, editing the source texture to fix that shift is the only solution I can think of.

Here's the object rendered as a scenery object:
1640172362830.pngand here it is as a projected mesh:
1640172382564.png

The projected mesh seems to me pretty faithful to the scenery object.
The green in the original texture is just a bit reinforced / more contrasted.

Regards,
Sylvain


1640172362830.png (1.3 MiB)
1640172382564.png (1.7 MiB)
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HybridNZ avatar image
HybridNZ answered

Thanks Sylvain,


Good to see some colour scope has been added back in. In both the color bit depth (back to 16bit) and the grey color tones now have more depth.

It's ok, we have quite some time ago flattened the color in our scenery greyscale for our past and future scenery to get around however it will be good to be able to introduce rust stains and other colored artifacts that sit in the gray to the colored zone of the color gamet.

The examples you have posted from our PMs look like a massive improvement. Thanks for taking the feedback on board.


Cheers
Josh / NZA Simulations





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