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A2A Update

1st person shooters with a very limited world have A LOT less calculations and scenery to load. Despite what you've seen, we're still a longg way from ray tracing for flight sims. The flight calculations are not insignificant. And frames ahead are not necessarily easy to calculate. I'm imagining you wouldn't be happy with a 5 maybe 10 mile world view... Maybe less. And realistic clouds are probably in your wishlist as well. Imagine the scattering calculations required for that....

This. Pretty much sums up exactly what I was trying to say but failed. :very_drunk:

For V5.0 I'd be happy with a more featured implementation of PBR, and fixes to the systems ( eg you still cant -using stock code - control the trailing edge flaps separately to the leading edge flaps and that is just one of many missing features. ) and a lock off on the rendering aspects of the game engine for a few point releases.
 
Totally disagree. You can set the detail and constraints about what you want to display. So in a flight sim for example, you could easily define those constraints by user position, altitude etc. You could make it so that above say FL100 only objects within 300 feet will display and only clouds closer than 25nm. I bet you can control resolution as well. At any rate. I don't have a crystal ball. But all those bug fixes will happen whether or not they work on implementing a new graphics tech. probably a different group that deals with that. I'm betting that whether or not ray tracing is on the table exactly for v5 or not, that it's on the table for a not so distant iteration. Wouldn't surprise me if it's being planned for implementation that's all I'm saying.
 
This. Pretty much sums up exactly what I was trying to say but failed. :very_drunk:

For V5.0 I'd be happy with a more featured implementation of PBR, and fixes to the systems ( eg you still cant -using stock code - control the trailing edge flaps separately to the leading edge flaps and that is just one of many missing features. ) and a lock off on the rendering aspects of the game engine for a few point releases.

You can control leading and trailing edge flaps independently of eachother, and even asymmetrically (left/right independently) via SimConnect.
 
You can control leading and trailing edge flaps independently of eachother, and even asymmetrically (left/right independently) via SimConnect.

Only if you understand and use simconnect. By making something as fundamental as splitting the control of flaps ( and that is just one example of plenty of missing/deleted function ) a function of simconnect that is a form of gatekeeping. Requiring devs to understand or pay for C programming so that you can do something which really should be in the base package ... yeh a little iffy.

Like adobe with photoshop saying " hey you can blur a layer all you need to do is compile a plugin yourself - sure blur is a basic function but we have given you the tools to make your own implementation so off you go". but again... you actually have to understand LM's primary purpose in developing P3D is not for us or consumer devs but for their commercial simulator prospects, they have the money/time/expertise to make a plugin for simconnect that does this.

I just think it should be a core function of the sim. And I am surprised it and others like it aren't.
 
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