txnetcop
Charter Member
Obviously I have never looked at their code, I am just commenting on what they were able to accomplish with what overhead when it comes to hardware. For what they touted FSX to be I expected "scaling for future hardware" to mean more than being able to have more trees drawn and suck up bandwidth.
I have seen what other programmers have accomplished with the same hardware. Graphics are poor and don't scale well at all with newer Video cards. Clouds/smoke/particle rendition is bad at best. Flight physics doesn't include basic stall characteristics and planes drop out of the sky with little reguard to how the plane is balanced or airflow effects from falling, it is almost like they are in a vaccuum.
I will just leave it at we disagree. :ernae:
Major, like Brett said, when you are looking at coding for most other games they are coded in much smaller area then compiled with other parts-and you can add much more detail, that of course doesn't apply to every game. I like water in Far Cry better than the water in FSX, though you can change the water in FSX with addon texturing.
If you look at the coding in FSX it is rather unique-limited a bit in places you wouldn't expect which why I agree with Brett-a B- is appropriate. It looks somewhat rushed. It could have been truly awesome, but you know how corporations work. They want a return on their money(labor and materials) spent as quickly as possible.
To accomplish something like A2A has accomplished you have go beyond the scope of the SDK and do your own programming, but the unique part is that you can and you can make FSX accept it-WOW! Anyway, like you said, I guess we will have to agree to disagree.
Ted