Microsoft Flight Simulator 2024 sucks up to 180 Mb/s of internet bandwidth while in flight — equivalent to 81GB of data per hour

https://reddthat.com/post/27641683

Microsoft Flight Simulator 2024 sucks up to 180 Mb/s of internet bandwidth while in flight — equivalent to 81GB of data per hour - Reddthat

3d terrain tile streaming takes a crazy amount of data. it essentially downloads hundreds of png files at a time and overlays them over 3d terrain data. Everytime you move an inch or pan the camera, it pulls down new data.
That seems like a wildly inefficient way to render things

That’s literally how every 3d game works (barring a few procedural games maybe). Now they just stream those texture and meshes as needed and presumably cache them.

Don’t get distracted by this terrible piece of an article. It never states how long this peak was. It could have been just 100ms. So interpolating this to 81gb/h make no sense at all. It’s just pure click bait.

In the end only the total volume downloaded matters (which the article of course doesn’t mention). Why wouldn’t you want to receive that as fast as possible?

it’s not the same. 3d games use polygons and shaders and whatnot. you can optimize things much easier in that space since it’s a lot more computational. 3d tiling is literally a bunch of png files being streamed down.
Yes, just like msfs does. They still use polygons and shaders… Polygons that make up the terrain and more and shaders that sample png tiles as textures… And much more
Other games store those png tiles locally. Which, sure, increases the installed size of the game. Storage is cheap though, might as well use it right? Like, even if this article is off by an order of magnitude, 8Gb/h is still a ton of data to stream just to play a video game. If other games also do that, that’s news to me. But i was under the impression that games try to be as efficient as possible when it comes to networking. Storing all your texture tiles in the cloud and making your clients download and redownload them seems the opposite of efficient, or at least that they optimized for the wrong thing.
A highly compressed, global base map at 1m resolution is somewhere on the order of 10TB. MSFS is probably using higher resolution commercial imagery, and that’s just the basemap textures, most of which you’ll never see.