Re: WS3.0 Philosophy and Status
Wayne Bragg <[email protected]> Tue, 9 Jun 2026 11:30:01 -0500
| Newsgroups | gmane.games.flightgear.devel |
|---|---|
| Message-ID | <[email protected]> |
Hi all, What is the consensus on exposing or promoting any the following https://terrasync.b-cdn.net/ws3 https://terrasync.b-cdn.net/_old_ws3 https://us1mirror.flightgear.org/terrasync/ws3/ The USA link at https://wiki.flightgear.org/World_Scenery_3.0#Currently_Available_Scenery is no longer valid, can I change it to point at either https://terrasync.b-cdn.net/ws3 or https://us1mirror.flightgear.org/terrasync/ws3/? Is it OK to point users to either of these two repositories? Does anyone know exactly what https://terrasync.b-cdn.net/_old_ws3 is? Thanks, Wayne --------------------------------------------------------------------------------------------------------------------------- On 5/28/2026 3:58 AM, Stuart Buchanan wrote: > Hi Folks, > > Extracting one of the specific questions that came out of another thread: > > On Wed, May 27, 2026 at 12:20 PM James Turner wrote: > >> On 27 May 2026, at 11:21, Willie Fleming wrote: >> >> I think the best bang for the buck commits would be stuff I >> desperately want to know myself like >> >> What is the philosophy behind WS3.0 and what is its status? >> How do the various rendering options work? >> How can I get good results from each aicraft with the new compsitor. >> >> If i knew that stuff Id be delighted to write it up and commit. > > Well, the former, isn’t a docs topic, it’s a ‘ask here’ topic, and > Stuart will enlighten you :) > > > The philosophy behind WS3.0 was to replace the original terrain > scenery (which I'll shorthand as WS2.0, though that's not really > accurate) with something more maintainable and which would address > many of the limitations that had become more and more apparent. > > For those not familiar, WS2.0 terrain is made up of tiles of > approximately 30kmx30km. Each tile is an irregular mesh of triangles, > and each triangle is a flat surface of a particular landclass (forest, > desert, water, road). Airports are generated as separate files and > holes are created in them mesh for them to slot into. > > It's worth acknowledging how ground-breaking FlightGear's original > scenery was: It was designed from the ground-up to properly model the > earth's curved surface using WGS84 at a time when contemporary > simulators were building flat terrain, and support a diverse range of > scenery sources. It is a really impressive piece of work. > > However, it has a number of fundamental limitations: > - As the visibility range increases, more and more tiles have to be > loaded. Doubling the visibility range from 50km to 100km requires 4 > times as many tiles to be loaded. > - Increasing the scenery detail level increases the number of > triangles massively. This is particularly apparent when adding more > roads to the terrain itself. > - The tile edges are irregular and vary depending on the triangles. > You cannot update just a small piece of scenery without creating > discontinuities in the mesh. > - Updating airport layouts requires regenerating the underlying scenery, > - The mesh wasn't "graphics card friendly" as each landclass required > a separate Effect. > > Furthermore, there were specific maintenance limitations: > - WS2.0 scenery generation process required a very large custom > database. Martin Spott did a fantastic job creating this database > covering the entire world and using a variety of datasource at a time > when satellite data was less ubiquitous than it is now. However he > retired from the project and the status of the database was unclear. > - Even with the database intact, the process to update with new > scenery data was difficult. > - Because of the impact of airport layout changes on the underlying > terrain, airports were not updated. > > WS3.0 seeks to address these limitations by: > - Using LoD model so that scenery further away has less detail than > scenery close by. This means increasing visibility has far less > performance impact. > - Encoding landclass information as a texture rather than triangles so > that a) increasing scenery detail has less performance impact and b) > tile edges are regular and individual tiles can be regenerated. c) > scenery rendering is more graphics card friendly > - Draping line features such as roads over the top of the terrain at > runtime > - Fitting airports into the mesh at runtime so new airport layouts > don't require new scenery. > - Using more standard tools so that scenery generation is much easier > for scenery developers. > > Current status: > - WS3.0 is supported on "next", and will be part of Tech Preview 1. > - The tooling for users to generate scenery themselves is available as > a Docker image. Wayne has been patiently testing this and finding > plenty of bugs as he works on detailed scenery for the US. > - We have detailed scenery for part of Europe, and Nia did a complete > build of the world using Sentinel-2 data, which is available on Terrasync > - We've still to work out the details on delivering WS2.0 and WS3.0 > scenery models in parallel. > - There are still some rough edges. > > -Stuart > > > _______________________________________________ > Flightgear-devel mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/flightgear-devel _______________________________________________ Flightgear-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/flightgear-devel