MSFS 2020 airplanes - Interior is rendered totally different

Version: 1.2.11.0

Frequency: Consistently

Severity: High

Marketplace package name: if applicable

Context: Daedalus BS214, mounted from Community, always.

Similar MSFS 2020 issue: insert url here if applicable

Bug description: Interior is rendered totally different.

Repro steps: Just load a MSFS 2020 compiled aircraft into MSFS 2024 community folder. Interior is rendered totally different.

Blender: 3.3.3
Blender Plugin: 1.3.3

MSFS 2020:

MSFS 2024:

The interior of the MSFS 2020 compiled aircraft appears completely different in MSFS 2024. Μetalness and rougness are totally washed out. I suspect this is due to the new lighting rendering in MSFS 2024. I’m not sure if this is related to materials, textures, or both.
The question is: Will this be addressed in MSFS 2024, or will it remain as it is now?
If it remains the same, is there anything I can do to make the aircraft’s interior appear identical? If so, what should I do?

Thanks in advance!

It looks like the PBR problem reported in several tickets :

Normal maps have been adjusted since mid-december, but composite levels are still very different.

Hello @Arantis_Sim

With all the changes that occurred between 2020 and 2024, it’s not straightforward to explain the difference between 2 pictures.

What you can do to help comparing:

  • Make sure you have comparable graphics settings, and especially the new “Dynamic Settings” is disabled, as it can downgrade the rendering quality significantly.
  • Take screenshots in identical location, time and weather conditions
  • Use the DevMode “Channel display” option to compare channels individually (Normals, AO, albedo, metal, roughness, etc…)
  • Focus on a specific aspect of the result. You mentioned roughness and metalness. Using the option I mentioned above, are the dedicated channels different between 2020 and 2024?

My feeling is that most differences come from the indirect lighting. The reflection cubemap are handled differently and a lot of the parts that used to reflect bright outside colors are now reflecting interior, which gives more dull colors.
But that’s just a theory and I’ve requested a bit more info on cubemaps and the role of the interior mask so that we can share more details in the SDK documentation.

Regards,
Sylvain

@FlyingRaccoon Thanks for your instructions to compare different PBR channels.

As you instructed: Same location, same day, same time, same weather (clear skies), dynamic settings disabled in MSFS2024.








Normals are rendering identical. But PBR (AO, Roughness, Metalness) are rendering different.

Best Regards,
Ioannis

Hello @Arantis_Sim

Can you please send us a version of your package so we can investigate further?
To do so, follow section 3) here: How to report a bug or crash - [MSFS 2024] Bug Reports - MSFS DevSupport

Regards,
Sylvain

Hi @FlyingRaccoon Package sent.

Best Regards,
Ioannis

1 Like

Hello @Arantis_Sim

After investigations, the difference in the debug channel display was explained by the wrong color space they are displayed with. The values are identical though and the channel display will be fixed in a future update.

So what you have in MSFS 2024 is the expected result and the difference with 2020 is explained with the changes made to lighting.
To illustrate this, I created some material spheres in the Da62 SDK sample to compare how they look in 2020 vs 2024.

2020

2024

Note how ambient occlusion plays a big role. Whether an object is lit by interior or exterior lights and environment depends on an interior mask that is generated from AO.
All parts with AO < 0.5 considered interior only and there is then a gradient for values in the [0.5;1.0] interval.

Reworking your AO could help get a better result.

Regards,
Sylvain

3 Likes

@FlyingRaccoon Thank you very much for the clarification. Your illustration will be very helpful.

Best Regards,
Ioannis