Info Required [Circuits] Night lighting popping up (LOD) on Circuit de la Sarthe

Further information and reports are needed to assist development with a fix

kityatyi

Member
While I noticed this on the Le Mans circuit, this is obviously irrelevant of the track, and is more of a generic, rendering matter. But for the sake of this example, I refer to Circuit de la Sarthe.

At night, after coming out of Chicane Michelin and speeding on the last straight before Virage de Mulsanne, you will notice a sudden popping up of white lights. The exact same "pop up" was present in rFactor2 as well, at the same location.

Can you make this ugly LOD (or whatever) solution a nice, gradual one so that the light gradually comes into view rather than suddenly appearing out of the darkness?
 
While I noticed this on the Le Mans circuit, this is obviously irrelevant of the track, and is more of a generic, rendering matter. But for the sake of this example, I refer to Circuit de la Sarthe.

At night, after coming out of Chicane Michelin and speeding on the last straight before Virage de Mulsanne, you will notice a sudden popping up of white lights. The exact same "pop up" was present in rFactor2 as well, at the same location.

Can you make this ugly LOD (or whatever) solution a nice, gradual one so that the light gradually comes into view rather than suddenly appearing out of the darkness?
a video is worth lots of words....
 
There you go.

I also considered that a tree or something may have hidden the light sources. That would explain why they suddenly pop up as you get closer and they are no longer hidden. But that's not the case. The lights are in the open, nothing hides or covers them. They should be visible from far away, like other light sources. It appears to be related to the Level of Detail (LOD). This same thing was present on rFactor's Le Mans circuits too...

 
Interesting, I don't remember of seeing it on rF2, and I raced a lot in this track, maybe it's something on the graphical options that fixes it, I run with almost everything on low.
 
I have pretty much everything maxed out here (I also run rFactor 2 maxed out). I haven't tried lowering the settings. Doing so may or may not deal with this LOD, (?) issue but even if lowering the graphics helps, that would not be an actual solution.

I know it's not a deal breaker but I hope this will be addressed in due course.
 
I would 'GUESS' it is a developer choice between 'seeing' lights far away and maintaining higher fps. They probably can make them fade in from a much farther distance but the added stress on the graphic engine may have been noticeable.
 
Thread has been designated as "Info required". I don't know what is required, if this is LOD's issue. Specially its noticeable at LeMans, where you see much futher away then on other tracks. Please, set at least lights on high posts to see them on 1000 meters away. Few more lights won't hurt fps.
 
Thread has been designated as "Info required". I don't know what is required, if this is LOD's issue. Specially its noticeable at LeMans, where you see much futher away then on other tracks. Please, set at least lights on high posts to see them on 1000 meters away. Few more lights won't hurt fps.
Nothing in particular, it's just a thread prefix which unfortunately is often ambiguous and unhelpful.
 
LOD is a rather simple system, you have so many models, LOD0 being the most detailed down to whatever you choose your lowest lod to be, lets say 5. All that happens is at say 20m away the item goes from LOD0 to LOD1, 50m LOD1 to LOD2, 100m LOD3 to 4, 200m 4 to 5, and then there'll be a 5 to 'invisble' at a longer distance. There's no way to fade between these, the swap just happens instantly at the programmed distances.
All you're seeing is the swap between invisible and 5.
 
For things like light posts, there should be no LOD or LOD OUT should be set to a very long number (1500m or something), or with other words, the furthest possible distance that the object is still visible from any part of the track. If not, you will see like objects appearing from no where, like light posts on @kityatyi video.
I know what I'm talking, I am a track modder as well, you can check my YT channel.
 
For things like light posts, there should be no LOD or LOD OUT should be set to a very long number (1500m or something), or with other words, the furthest possible distance that the object is still visible from any part of the track. If not, you will see like objects appearing from no where, like light posts on @kityatyi video.
I know what I'm talking, I am a track modder as well, you can check my YT channel.
Just to save performance rn I guess, it certainly won't be a prio fix if i get a ticket in
 
What you save is irrelevant, for those few object to show. But it surely looks way batter if they are always and from every where visible.
 
What you save is irrelevant, for those few object to show. But it surely looks way batter if they are always and from every where visible.
Why irrelevant? Right now I'm having to drop everything down to a bare minimum to run Le Mans in the coop event. Any saving I make, however small, is relevant to me..... ;)
 
Why irrelevant? Right now I'm having to drop everything down to a bare minimum to run Le Mans in the coop event. Any saving I make, however small, is relevant to me..... ;)
Trust me, few objects more to show up, will not cause any issues. You have to know at any given moment, there is at least 100.000 triangles drawn, and up to 700.000 - depends on the optimization. I have seen tracks with over a million triangles at a given time.
When I build tracks, I try to keep triangles bellow 400.000. So you get a clue what means 100 or so more.

Mexico track for AC, you can see from this exact point of view, there are over million triangles drawn, which means it's very bad optimized track (I hope Studio 397 does batter):
1730485784959.png
 
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