162db, on Sep 12 2011, 05:25 PM, said:
Again, impossible. You can't develop for future hardware nor can you develop just guessing what features would be available or how powerful future hardware might be. It was inefficient coding plain and simple. They only used that excuse because they didn't want to admit their poor coding. It just so happens that today's hardware runs the sim much better. What would have happened if today's hardware used a completely different architecture and methods than it did back then? We would have poor performance.
Impossible ? How impossible is that to guess that the CPUs in 3 years will compute faster than the CPUs today ?
The architecture is one thing, but the change of architecture between a Pentium IV and a Dual core has not prevented the new CPUs to get faster than the old ones.
And I'm not denying the fact that FS coding is outdated, I was just commenting on "future hardware in mind" and what it means.
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Take a look at the ground texture. It's completely flat. There is no depth. Roads are just flat on top of the ground. Sidewalks, parking lots, etc...No 3d whatsoever there.
Yes, it's called a 'texture'.
You can add some bumpmaps to it if you want the painted stuff to look more 3D but that's pretty much it.
What would the new shaders provide in that case ?
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Look at the mountains, specifically the flat and blurry areas. Notice how mountains do not have well defined ridges.
Yes, it's called "level of details - LOD", like MIPMAPs for textures. The further away, the lesser detailled, to save performance. Of course you can push that limit by editing the LOD radius in the CFG.
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Regardless of detail level and data, it will still be flat in certain areas. It is a limitation of shader 2.0, only so much detail can be allowed.
You'll have to explain more precisely what "flat" is for you, because I'm not sure I understand what you are referring to. FSX, despite its shaders limitations, will accept 1m meshes. For example, you can take a look at how the Mt St.Hellens looks like in FSX Acceleration where it gets a 3m mesh. Nothing flat there.
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Look at the comparison screenshots of Flight and FSX and you should immediately notice the difference in shaders.
The differences in terrain are precisely one of the most difficult things to spot in the screenshots. Appart from the fact that Flight had a better default mesh and a better default landclass, I fail to see what critical differences should be spotted there. Yes, we all noticed the new shadowing system already. But what else ?
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It is only your opinion and there is nothing wrong with that. But it is most certainly not a fact.
Not a fact ?
If you install a faulty mesh you'll get a faulty terrain. Get a wrong measurement in your mesh and you'll get a wrong terrain shape. Install a new mesh for that area and your pike is gone. That's a fact, FSX is not generating randomly terrain mistakes here and there, as far as I know.
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The technology used in FSX is outdated. There is no full utilization of hdr lighting. No AA in DX-10 preview mode. No SSAO and no tessellation.
Indeed.
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Now of course there won't be any of those advanced technologies in FSX
excepted with post-processing of course. Currently most of us have HDR in FSX. And I can even get some nice SSAO... but only with a TERRIBLE fps impact
So I just keep the HDR for now.
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, but I'm only backing up my argument of why FSX is outdated. Take a look at Rise of Flight or Tom Clancy's Hawx 2 to see how current flying games make use of some today's available technology.
Yes, we all know that FSX technology is outdated for the graphic engine, this is not a secret for anybody here.
Now, when it comes to other sims, keep in mind that simulating a whole planet with easilly customizable-definable terrain/places (meaning: not hard-coded) changes quite a lot of things in the technical choice you'll have to make in your graphic engine. If you ever worked in 3D programming, you'll know that already. The comparison with Hawks, as a consequence, is a total non-sense.
Edited by Daube, 12 September 2011 - 06:18 PM.