Skip to content
View in the app

A better way to browse. Learn more.

The AVSIM Community

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

FS10 and Physics Accelerator

Featured Replies

Does anyone think that FS10 will use this newest technology? http://www.ageia.com/It would be great, but I'm not sure it will. What do you guys think about it?Peace out!John

Nope. Not enough market penetration for a mass market game like FS.

  • Commercial Member

I'm not too sure what you mean by "Not enough market penetration for a mass market game like FS." Unreal is pretty impressive stuff... That engine does infact get licensed for a lot high profile titles. But I do agree it's very unlikely that MS would license a 3rd party physics engine at this time, since FS physics is so specialized (optimized for flying). With enough processor power that could change though(FS12? :)). I guess, what I mean is instead of approximating forces on a wing...you start to look at how particles interact.For now, I wouldn't underestimate where MS goes with their own engine. If the FS team sees a reasonable application for any of the new ideas out there, we know they are capable of building it themselves. This kind of component licensing has a bright future IMO...so let's say 10 or 15 years from now, could you imagine a common high fidelity physics engine shared between games despite different specializations? With enough processor power it becomes practical. Still, somehow, for FS I don

Donny AKA ShalomarFly 2 ROCKS!!!We can only hope, but MS is not always trying for the latest and greatest. How long did it take to get GPS, and ATC as good as they are? What about realistic thrust reverse, native, custom modeling for helicopters and turboprops? Every one has been done by others long ago. Compared to an integrated physics engine, that's fairly simple coding.Best Regards, Donny:-wave

  • 4 weeks later...
  • Commercial Member

>For now, I wouldn't underestimate where MS goes with their own>engine. If the FS team sees a reasonable application for any>of the new ideas out there, we know they are capable of>building it themselves. This kind of component licensing has a>bright future IMO...so let's say 10 or 15 years from now,>could you imagine a common high fidelity physics engine shared>between games despite different specializations? With enough>processor power it becomes practical. Still, somehow, for FS I>don

Lefteris Kalamaras - Founder

www.flightsimlabs.com

 

sig_fsldeveloper.jpg

  • Commercial Member

>I'm not too sure what you mean by "Not enough market>penetration for a mass market game like FS." Ahem, at IFC Blackpool, during question time, somebody ( myself ) asked if they have plans about natively supporting WinXP 64 bit on 64 bit CPU.They responded that *first* XP-64 should get a real mass-market penetration, and *then* they might consider doing a native 64 bit version of FS. Same reply about someone else asking about a Mac OSX version.Since both XP64 ( and 64-bit CPU ) and Macs probably have WAY more market share than what Ageia will ever have, I highly doubt about MS supporting it in FS.Umb

Create an account or sign in to comment

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.