For the benefit of others, the landing gear issue is apparently a function of 'contribution culling."
Here's a summary produced through Claude AI.
Contribution culling is one of the more fascinating rendering optimisations in MSFS 2024, and it operates at several different levels. Here's a breakdown of what it is and how it works in that engine.
What "contribution" means
In the sim's rendering pipeline, every object — a building, a tree, a terrain patch, a cloud — is assigned a contribution value: an estimate of how much it actually affects the final pixel output. This is a function of several things combined: the object's apparent screen size, its distance from the camera, lighting conditions, and whether it's occluded by other geometry. Objects with low contribution aren't worth paying the GPU cost to render.
The culling hierarchy
MSFS 2024 applies contribution culling in a tiered way:
How the contribution score is built
The score isn't just distance. MSFS 2024 factors in:
Projected screen area — how many pixels the object would actually cover. A large hangar at 2 km scores much higher than a lamppost at 500 m.
Luminance contribution — objects in shadow or behind haze have their score reduced. A dark tree in an overcast scene contributes less than a sunlit building.
Object priority class — the sim assigns category weights. Aircraft, runways, and navaids have protected high-priority classes; ambient vegetation and distant traffic are low-priority and get culled first under frame budget pressure.
Temporal history — if an object was culled last frame, it carries a small hysteresis penalty to avoid flickering (the "popping" artefact where objects flash in and out).
The render budget dimension
This is what makes MSFS 2024's approach different from older LOD-only systems. Rather than a fixed distance cutoff, the engine runs a budget-aware cull pass. Each frame has an estimated GPU time budget, and the system ranks surviving draw calls by their contribution score. If the scene is cheap (empty ocean, no weather), almost everything passes. If the scene is expensive (dense photogrammetry city, heavy cloud layer, rain effects), the threshold rises and lower-contribution objects get cut — even ones that would have passed under normal conditions.
Shadow pass separation
Shadow rendering runs its own contribution pass independently of the main view. An object can be rendered in the primary scene but culled from the shadow map (or vice versa, though that's rare). Ground vehicle shadows, for example, are often culled at distances where the vehicle itself is still visible, since the shadow's pixel contribution is negligible from altitude.
World streaming interaction
Contribution culling feeds back into the streaming priority system. Tiles whose objects would be immediately culled on load don't get promoted in the streaming queue — the system avoids spending bandwidth on assets that won't make it past the cull threshold anyway. This is why you'll notice different pop-in behaviour depending on viewing angle and altitude: the engine is continuously recalculating what's worth pulling down.
Where you feel it as a sim pilot
At cruise altitude, dense cities resolve more slowly not just because tiles are far away, but because individual building contribution scores drop as screen area shrinks.
Fast panning camera moves can cause brief popping because the contribution scores haven't stabilised yet for the new view direction.
Heavy weather scenes cull more aggressively to keep frame rates stable, which is why distant scenery can look sparser inside a storm than outside one.