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Ah, found it. It's somewhere in there iirc.
https://forums.focus-home.com/topic/44898/engine-visuals-blog
And POM of course can have physical influences and appearances. Do you think an actual 3d surface magically has physical features that influence vehicles digging through? All just values somehow integrated. Like with the Rea mod in FS19. POM has its own height map, that can actually be modified when driving on it for example. It's also used to simulate areas where water puddles can appear during rain, physically correct in the deep parts of the height map.
And no, my statement is not totally wrong. I've been working long enough with this stuff. But I know you love to start arguments like you do in the SnowRunner forum and accept no other opinion than your own, so I just leave it for the time being. =)
So okay. As far as I can rebuild it... Snowrunner's surface is of course not POM, that's not what I wanted to say. It is also not entirely a 3D deformable mesh. A part of it is indeed changing 3d surface for example used for some f the terrains extrusion. Most of it are just some kind of texture mechanics. I am not entirely sure if it's achieved with vertex alpha or tesselation. As far as I know a collision has no effect on tesselation, so... However, most of Snowrunner's 3d terrain is achieved through simple 2D deformation. It's a vertex shader. If theres an effector to a vertice the state of the vertex on the surface is labeled by velocity,internal force yadayada. So first part is your external force - the tire, second part is the new vertex position and normal calculation. It's kind of a combination of both, but it's not just entirely 3d mesh deformation of a 4 km² map. I don't believe a minimum spec PC could run Snowrunner this way.
Regarding FS, I don't really care how they do it as long as it behaves in a convincing way. But as far as I know, this POM is there just for looks. I don't think they're planning to do anything with it physics-wise.
Anyway... Giant's always achieved a coherent appearance in their games. My only concern with surfacees is if there are finally more terrain angles or if it's again just 0, 45, 90° [...]. This has been an immersion breaker since they had like 16 terrain angles in Ski Region Simulator. I do understand if theres no pretty way to do it with potato dams. But regular crops and corn.....
ETS2 is a peacemeal of new and old maps, truck models and general visuals. LoD is gruesome on some older parts of the map - even on new maps it is often more than evident how old the engine is - even if upgraded a few times since release. Since DX11 anti aliasing is just pure sadness on nvidia gpus. ETS2 can do it their way, and it kind of works for that game, while it still has some big flaws. That doesn't mean it works for a game like FS, however.
I have a 2080ti and run at 200% scaling.
It looks great with hardly any of the horrible dot crawl or jaggied edges and runs really well :)