March 6, 20206 yr 8 minutes ago, Claviateur said: The Switzerland / Sion screenshot, where the scenery is procedural, the roads seem to be polygon overlays with a bridge. I could be wrong. I will be surprised if they keep the photogrammetry roads without overlays. The roads are from the imagery, but the bridge seems to be rendered by the engine (you can tell because it is too straight, no curves) indeed. Like I said, roads/streets are all coming from the imagery (so far, at least). 9800X3D@H150i // Msi RTX 5090 Trio OC // 64GB DDR5 6000mhz CL30 // 2TB + 1TB Nvme Dell 27" 2127DGF - 1440p - Gsync - 165hz Thrustmaster TCA Sidestick Airbus // TCA Quadrant Airbus // TFRP T.Flight Rudder Pedals // Logitech Flight Multi Panel
March 6, 20206 yr 1 minute ago, ca_metal said: The roads are from the imagery, but the bridge seems to be rendered by the engine (you can tell because it is too straight, no curves) indeed. Like I said, roads/streets are all coming from the imagery (so far, at least). I opened the screenshot in Photoshop, made it brighted and zoomed it. Yes, you could be right, only the bridge seems poly/vector. ________________________________LEBOR SIMULATIONSScenery for Flight Simulators since 1998
March 6, 20206 yr In game I'm confident you'll have unlimited depth of field. The DOF effect will likely be an adjustable element in some 'photo mode' or otherwise. Edited March 6, 20206 yr by 2reds2whites
March 6, 20206 yr This is how Unigine roads are carved into the landscape: ________________________________LEBOR SIMULATIONSScenery for Flight Simulators since 1998
March 6, 20206 yr 16 hours ago, G-RFRY said: PS I'm still flying my sim so no sweat. im not cause it looks awful compared to msfs MSFS Alpha tester on W10 Pro x64. Hardware: AMD 5900X 12 core CPU. Cooler Master ML360R AIO, Asus X570-E mobo, Asus Strix 3090 24GB gfx card, G.Skill TridentZ 64GB (4x16) DDR4-3600 RAM, Samsung 970 250GB SSD (OS), Samsung 980 Pro 1TB M.2 pcie-4 NVMe SSD (MSFS install). EVGA 850w Gold cert PSU, CUK Continuum full ATX tower. 43" Sceptre 4K display. VR: HP Reverb G2.
March 6, 20206 yr 5 minutes ago, Brandon01110 said: im not cause it looks awful compared to msfs It must be a long 18 months then, for a peace of software that`s a flight simulator, it will never rule my LIFE. Edited March 6, 20206 yr by G-RFRY Raymond Fry.
March 6, 20206 yr Hopefully the "big things coming on the horizon" will require the use of some wearable devices... 😁 "Society has become so fake that the truth actually bothers people".
March 6, 20206 yr People are really worried about the DOF in the waves photo? Guys if that's the case, please remember it's 2020 and photo modes are a thing lol. 5800X3D. 32 GB RAM. 1TB SATA SSD. 3TB HDD. RX 9070XT.
March 6, 20206 yr 3 minutes ago, Krakin said: People are really worried about the DOF in the waves photo? Guys if that's the case, please remember it's 2020 and photo modes are a thing lol. Eh, for many people in this forum X-Plane and P3D are the only experience they've ever had with anything remotely resembling a videogame, i'm not surprised they're completely out of the loop with modern features and standards. We just need to bring them up to speed occasionally. Edited March 6, 20206 yr by nikita
March 6, 20206 yr 1 hour ago, nikita said: Eh, for many people in this forum X-Plane and P3D are the only experience they've ever had with anything remotely resembling a videogame, i'm not surprised they're completely out of the loop with modern features and standards. We just need to bring them up to speed occasionally. Because before MSFS, the world engines of flight simulators could not afford such complexity that is already, as you hinted, part of the latest waves of videogames / engines. A flight simulator engine is not a videogame engine, it must crunch, digest and compute so many things in a open dynamic world and skies that simulate planet earth and refreshed from any angle and height at any flying object speed. And there is the flight model as well... And the mulstiplaying mode... No matter how beautiful and complex the open worlds in games engines are, they don't simulate layers of things from the high atmosphere down to the grass refreshed at high speed etc... And then fit the flight model in the frame rate... MSFS is bringing the cutting edge visuals of video games to a world engine for flight simulation and it seems they are able to make it all happen... while flying... Edit: Video games vs simulation engines discussion happened before on this forum, so my goal is not to open it again... Edited March 6, 20206 yr by Claviateur ________________________________LEBOR SIMULATIONSScenery for Flight Simulators since 1998
March 6, 20206 yr Author 1 minute ago, Claviateur said: Because before MSFS, the world engines of flight simulators could not afford such complexity Well, we have ChasePlane which behaves like other photo modes seen in games. Former MSFS Alpha Tester, current member of the MSFS Stream Team.
March 6, 20206 yr 43 minutes ago, Claviateur said: Because before MSFS, the world engines of flight simulators could not afford such complexity that is already, as you hinted, part of the latest waves of videogames / engines. A flight simulator engine is not a videogame engine, it must crunch, digest and compute so many things in a open dynamic world and skies that simulate planet earth and refreshed from any angle and height at any flying object speed. And there is the flight model as well... And the mulstiplaying mode... No matter how beautiful and complex the open worlds in games engines are, they don't simulate layers of things from the high atmosphere down to the grass refreshed at high speed etc... And then fit the flight model in the frame rate... MSFS is bringing the cutting edge visuals of video games to a world engine for flight simulation and it seems they are able to make it all happen... while flying... Edit: Video games vs simulation engines discussion happened before on this forum, so my goal is not to open it again... I partially agree with you that a flight simulator can be really complex, but believe me when I say, there are games out there as complexes as a flight sim, as they have a lot calculations going on real-time. Look the open-world MMORPGs, they can be as CPU intensive as a flight simulator, and they also have a complex and dynamic world. Those games can run as bad as a flight simulator, on a high-end computer, when something really demanding happens. There are cases where really powerful servers freeze or shutdown because they can’t deal with some demands of those games (and I’m talking about games with known engines, like the game ARK Survival Evolved, that uses the Unreal Engine). And you have to remember the engine they are using for the new simulator is a proprietary engine evolved from the engine they used on their game (FUEL). Edited March 6, 20206 yr by ca_metal 9800X3D@H150i // Msi RTX 5090 Trio OC // 64GB DDR5 6000mhz CL30 // 2TB + 1TB Nvme Dell 27" 2127DGF - 1440p - Gsync - 165hz Thrustmaster TCA Sidestick Airbus // TCA Quadrant Airbus // TFRP T.Flight Rudder Pedals // Logitech Flight Multi Panel
March 6, 20206 yr 3 minutes ago, ca_metal said: And you have to remember the engine they are using for the new simulator is a proprietary engine evolved from the engine they used on their game (FUEL). Yes I heard it is but I remember reading in some article that the MSFS version of their engine they called it ACE? ________________________________LEBOR SIMULATIONSScenery for Flight Simulators since 1998
March 6, 20206 yr 13 minutes ago, Claviateur said: Yes I heard it is but I remember reading in some article that the MSFS version of their engine they called it ACE? Never read it. The articles I’ve read they were saying they used an improved version of the engine they used on FUEL (that’s what I understood). 9800X3D@H150i // Msi RTX 5090 Trio OC // 64GB DDR5 6000mhz CL30 // 2TB + 1TB Nvme Dell 27" 2127DGF - 1440p - Gsync - 165hz Thrustmaster TCA Sidestick Airbus // TCA Quadrant Airbus // TFRP T.Flight Rudder Pedals // Logitech Flight Multi Panel
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