MSFS2024 SU4 beta: VectorPlacement - snapping to ground too slow (or not happening at all)

Version: 1.6.7.0

Frequency: Frequently

Severity: High

Marketplace package name: Jurassic World: Archipelago (pending release)

Bug description:

This popped up in the latest SU4 beta release notes:

We have seen this happening with the section fences of our new Jurassic World release - mostly on weaker systems. The latest SU4 beta release states this is as being fixed, but unfortunately it doesn’t seem to be fixed yet? Just checked it again and even after circling for a while around the affected area the segments are still not snapping.

Hello @Sasa ,

Can you provide us with your package please ?
See 3) Provide Private Content

Regards,
Boris

Reduced package of the product uploaded as private content. The issue can be replicated when fast slewing to these coordinates:

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any change for this to be fixed?

Hi,

With 25K fence instances, the system is being pushed to its limits.
However, in SU5 the scheduling of VectorPlacement snapping has been improved, and it now has twice the previous budget. As a result, instead of taking one minute to iterate over all instances, it now takes at most 30 seconds for this scenery.

Regards,
Xavier / Asobo

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Hi Xavier
Wouldn’t you mind to explain the loading instances method if possible?
Do you guys load the instanced guid in some specific order (every instance in a bgl from start to finish) filling the “budget”?

or are you using the user position/avatar position/camera position and if so, what is the range?

The latter option would be of course the best one and seems more logical (who cares if a fence 1km away is not snapped, we want to see snapping near the camera)

Hi,
We are not using the camera or avatar position to determine the update order. It is a bit more complicated, it is based on tiles that change elevation (there is a notification system). Then we do a Round-robin scheduling to update each instances.

Regards,
Xavier / Asobo

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