by toprob » Sat Aug 20, 2016 2:37 pm
I did gloss over a few things in the video, including resolution, so I'll cover that in a bit more detail. Back in the early days of Godzone, the only aerial images available freely were supplied at 2.5 metres per pixel. This was fine back then, as FS2004 only displayed photoscenery at 4.8 metres per pixel, so we had all the resolution we could use. These days things have improved a lot, and now the simulator (FSX and Prepar3d) can comfortably display resolutions up to 7 cm for photoscenery. So we have to give some thought to what we want to end up with, which can affect the way we download and manage aerial images.
The 'default' landclass texture resolution is currently 1.2 metres per pixel (m/px). That's what you see in the default sim, and with addon landclass-type textures such as Orbx regions. So this is a good goal for large-scale areas, as it would appear at least as good as the default textures, with the added benefit of being based on the actual photo of the area depicted. However this assumes that the source images are of good quality, and not just a blurry mess.
So, what resolution do we want to end up with, and what do we start with?
One main factor is the resolution of the source imagery on LINZ. This averages around 40cm or 50cm/px, and can go as high as 8cm/px, and as low as 75cm/px. As I said in the video, you can choose to have LINZ reduce the resolution to make it more manageable, by a factor of two. So halving the resolution will reduce the 40cm/px image to 80cm/px, which reduces the actual download size -- and the finished scenery size -- to a quarter of the original size.
Now it might seem like a good idea to go for the supplied resolution, whatever that may be, and make the best looking scenery possible. However this can quickly add up to huge file sizes. If you are making scenery just for yourself, then it might not matter, until you start running out of disc space, but if you want to distribute the scenery to others, you need to aim for something which you can easily host, and which your users can easily download. Hosting is the main issue for freeware, although there are plenty of cloud storage options available for cheap or free, none of these really allow for large numbers of downloads, so putting it in the cloud would quickly result in a lock on your account when you exceed the accepted bandwidth limits.
Payware is a bit different, as you can factor in the bandwidth cost and use a cloud service which is happy to keep serving your files while you keep paying.
Freeware is probably best supplied via the existing freeware library sites, such as AVSIM. Currently they have a file size limit of 500MB, so this should be considered the top end of a freeware file size. Sure, you can try and figure out a way to distribute larger files yourself, and you may be able to serve a few, but believe me, you will run into problems with any popular addon.
So, what resolution is suitable? Some developers -- like me -- aim for a higher resolution airport photoscenery and a lower resolution large-scale photoscenery outside the airport. So this might be 30cm/px within the airport bounds, an 1.2m/px outside. Or if it is available, even higher for the airport, and maybe 60cm/px for a nearby city. Bear in mind that these figures are based on the simulators LOD grid, and these days I have a chart in my studio so I don't forget which LOD I'm working to. This goes from LOD 13, which is 4.75m/px, up to LOD 18, which is 15cm/px.
So it makes sense to download imagery as close to the final resolution as possible, while keeping it slightly higher resolution so that you are not building scenery of a certain LOD by having to make it bigger than the existing source, it's better to resample it down than up, otherwise you are increasing the file-size without a fully matching increase in quality. Note that today photoscenery can include part-LODs, so you will see the full quality of the actual source resolution if it doesn't match a LOD -- kind of a LOD-and-a-half approach, which keeps the quality high and the file-size higher than if you had to resample to a higher LOD. This will make more sense once you've made a few photosceneries...