What do you miss in your X-Plane scenery work today? Which DSF and scenery_packs.ini jobs do you still do by hand, and how do you test your scenery in X-Plane? We read every idea – post it here as a new topic, or in this thread.
What we are working on now:
Performance on dense whole tiles at LOD 5 km: fewer draw calls (merged layers, trees through an atlas), writing the merged layer and the BVH copy in a Web Worker, smaller geometry. The goal: no stall above 100 ms and a heap below 3 GB.
Tests in X-Plane itself: bridge height by road type and level instead of the 5 m estimate, the order of overlapping flattens, the orientation of .agp and its trees – with side-by-side Studio × X-Plane screenshots.
Measurements and default settings for weaker graphics cards.
We follow Laminar's announced next-generation scenery and will adapt once the formats are public.
What do you miss in your X-Plane scenery work today? Which DSF and
scenery_packs.inijobs do you still do by hand, and how do you test your scenery in X-Plane? We read every idea – post it here as a new topic, or in this thread.What we are working on now:
.agpand its trees – with side-by-side Studio × X-Plane screenshots.