March Hare
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Will MSFS 2024 Run On Potato Hardware?
March Hare replied to Ricardo41's topic in Microsoft Flight Simulator (2020/2024)
Exactly what Cianpars said. It should run on the same hardware and better. They finally got to ditch the legacy code and build from the ground up, making better, more efficient use of the hardware. -
What Have You Done Asobo?
March Hare replied to Rocky_53's topic in Microsoft Flight Simulator (2020/2024)
You took the words right out of my fingers. I think the more they move to the cloud, especially texture streaming, the more likely simmers will have a varied experience; on low bandwidth and connection speed it will likely download the lower quality versions of textures, to prevent severe performance issues. Could be wrong, but it seems logical. -
Quick chat with Jorg Neumann about FS2024
March Hare replied to andradef's topic in Microsoft Flight Simulator (2020/2024)
With the fact MSFS 2024 will utilise my hardware better, with multi-threading, and more done on server side, I still have confidence in my GTX1070 and core i7 system to run it well. I run the current version on full ultra settings, albeit in 1080p at a capped 30FPS, but it looks great and is smooth. -
Quick chat with Jorg Neumann about FS2024
March Hare replied to andradef's topic in Microsoft Flight Simulator (2020/2024)
I wouldn't doubt it. I know of a game in development right now that has over 400 full-time developers working on it. -
Obviously we will have to wait and see exactly what the plan is, but I did wonder whether the new flight simulator might be focused on the missions demonstrated in the trailer, so it will be more focused, whereas the existing version will still be developed for general simulation. But then again, I guess it wouldn't be called Flight Simulator 2024, if that were the case, it would probably have a different subtitle... 🤔
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Still have pixelated clouds
March Hare replied to ZMLM79's topic in Microsoft Flight Simulator (2020/2024)
While those images are too compressed to see properly, this "pixelation" we see is visibility of the voxels making up the volumetric clouds. The extent to which voxels become noticeable will vary according to the lighting conditions and, I believe (and demonstrated, a long time ago), the complexity and performance impact of the current rendering scenario; the voxels are larger, therefore more noticeable, when more is happening on screen as part of an adaptive process to limit negative impact on performance. -
My stutter problem solved.
March Hare replied to Stratocruiser1's topic in Microsoft Flight Simulator (2020/2024)
Good news. I would also recommend connecting that PC via ethernet, if possible. -
You're reiterating some of my own point re aiding development across platforms. I'm not saying the code is completely different, I'm saying the build is different. They really didn't need to touch the PC version to favour the Xbox build, which isn't to say that they didn't do some of the same optimisation at the core (as I suggested), but only because it benefits the PC version. Yes, they had to optimise (and change some of) the original code to work on the Xbox, but they could have left the PC build the same as it was, as they are two separate builds. They had a choice. Seb (I think it was) said this: the reason they changed the PC version when working on Xbox was to gain headroom for further PC updates. Again, they needn't have touched the PC build. So they didn't dumb down the PC build for the Xbox, they optimised the PC build (finding transferable gains in the process of developing for Xbox, no doubt) solely for the benefit of the PC. I can't really explain it any better, so I'll leave it there. I was just trying to dispel the conspiracy: they've ruined the sim because of the Xbox. Not at all.
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I can see your way of thinking, but... Although there are some similarities, it isn't possible to run the same build from PC on Xbox. The executable wouldn't work. One reason being the operating system (but not the only reason). They really are different builds. Even if Asobo developed tools with a flag/switching system (while developing the separate ported Xbox build, which they may have laid foundations for at the start, having early access to the Series X platform), to make future development updates across platforms easier, and even if they developed optimisation techniques for the Xbox version that could then benefit the PC version's performance, they are still separate builds. So it makes no sense to state or imply that they diminished the quality of the PC version to squeeze it into the Xbox, because porting doesn't work like shoe-horning one into the other. They didn't need to touch the PC version to create an Xbox ported version. They could have left the PC build exactly how it was. What they did for the PC version, even if some of it was the result of optimisation techniques brought to light during the port to Xbox, they did for the sake of the PC version, to give them headroom to make further enhancements without bringing contemporary hardware to a grind when putting new features in.
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Might be some misunderstanding there. They can't be the same build. For one, the Xbox version is already fully DX12 based, but Asobo have still been implementing DX12 (and only as a beta option) into the PC build. Either way, even if they were both DX12, they can't be the same build; you can't take the PC version and simply drop it into the Xbox. Porting doesn't work like that, even if you presume so. Many systems will be different: graphics, audio, core, networking... Even though they probably started with the same/similar code base in some ways. They just couldn't be the same build. Point is, Asobo certainly haven't done anything with the PC version simply to make it fit into the Xbox, because you can't drop one into the other. There's no sense in that notion.
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We need to put this myth to bed. The Xbox and PC versions are different builds. Asobo have, however, been trying to make headroom in the PC version for all the other features and improvements they have planned and that people have requested, as well as providing better FPS performance across the board that users were asking for.
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I've seen them looking like that, but also not looking like that (i.e. great), and that's been true since launch, no matter which version. I don't know how the clouds work, but I think quality is just variable depending on -- well, I wouldn't like to guess. Lately, they have appeared superb to me. But it's only recently they also looked pixelated during one flight. So... Who knows?