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In Microsoft Flight Simulator (MSFS), Photogrammetry and TIN are the two technologies responsible for making cities like New York, London, or Tokyo look like their real-world counterparts rather than a collection of generic "Lego" houses.1
Photogrammetry is the process of creating a 3D model from 2D photographs.2 In MSFS, planes fly over a city taking thousands of high-resolution photos from multiple angles (top-down, 45-degree slants, etc.).
An algorithm then "stiches" these together to reconstruct the world.3
The Result: You see your actual house, the specific graffiti on a bridge, and the exact shape of a stadium.
The Trade-off: Because it’s a "snapshot" of reality, things can look like "melted ice cream" if you fly too low or if your internet speed can't stream the data fast enough.
TIN stands for Triangulated Irregular Network.4
While "Photogrammetry" refers to the data collection method, TIN is the mathematical structure used to display that data in the game engine.
How it works: Instead of a regular grid of squares (like a standard terrain mesh), a TIN uses a complex web of triangles of varying sizes.
Why it's used: It allows for massive detail where it's needed (like the ornate carvings on a cathedral) while using fewer, larger triangles for flat areas (like a parking lot).
In-Sim Jargon: In recent World Updates, you’ll often see Microsoft list "TIN Cities."5 This is essentially synonymous with "Photogrammetry Cities"—it just refers to the high-fidelity 3D mesh that replaces the standard flat ground.
When you aren't in a "TIN/Photogrammetry" area, the sim uses Autogen (short for Automatic Generation).
Feature Photogrammetry (TIN) Autogen (Blackshark.ai)
Accuracy1:1 replica of the real world. Procedurally placed "best guesses."
Visuals
Realistic but can look "crusty" up close. Clean, sharp, but generic buildings.
Performance
High GPU/VRAM load. Lower impact; CPU-heavy.
Data
Streamed live (needs fast internet). Loaded from local files/low bandwidth.