Bug description: According to the sdk documentation my understanding is that the LOD vertex limits are adapting based on the graphic settings. The documentation shows a table for this. Looking at that table the vertex limit is 250 000 for a 100 percent screen size of the object. This applies to high graphic settings. For ultra graphic settings the table shows a limit of 1 million vertices at 100 percent screen space. At the moment the limit remains 250 000 vertices for 100 percent screen space when you set graphic settings to ultra and does not adapt. (dynamic seeting has been turned off and a sim restart didn´t work either)
Repro steps: Set graphic settings to ultra and start a flight with any aircraft. Open the LOD debug window and enable vertex limits. Zoom in or out until one of your objects has a screen space of roughly 100 percent. You will then see that the vertex limit is still 250 000, when it should actually be 1 million for ultra settings.
demo video (my settings are on Ultra - object LOD 200)
(i was indeed a bit surprised while filming but i had to keep things going on with a smile, I have learned from Jorg :D)
I understand how it can be confusing.
This “adaptative” aspect of the LOD system is implemented by applying a scalar to the measured screen size.
The “Size” displayed in the Debug LOD tool is not the actual screen size, but the “effective” screen size, after it has been multiplied by by that scalar. You will notice the “Size” value changes when changing graphics settings without moving the camera.
That factor is set to 1 when setting are set to high.
So if you place the camera so the “Size” debug value shows 100 in high settings and then switch to Ultra, that’s the vertex count limit in Ultra settings for an actual 100 screen size.
However, I’m still not matching the values so I’ll have this reviewed. Maybe I’m missing something.
I’ll check if we can have the true screen size displayed as well.