Microsoft Flight Simulator Announced 2019

Microsoft Flight Simulator 2020

After over 37 years with MSFS, this is almost too good to be true. Been waiting since 2006 for an upgrade. And WOW! Look at MSFS now. Makes any other flight sim look like a toy. I hope addons, and Flight Sim companies can offer sceneries, and aircraft like they've done for FSX. And I hope my rig can handle the new game. I'm getting old, I hope they don't drag their feet. I really can't wait! Hope also the price is right too... Well, we'll see... Thanks Microsoft!
 
No, not a photograph. With careful modeling and the use of the new tech, more powerful paint software such as Substance Painter, it is more than possible to achieve very realistic effects like this. What it comes down to is just how and how well the simulator engine can render the results. P3D, sadly, still has a way to go with its rendering of PBR. The new one from MS looks to be using a far more advanced engine using far more of the available channels. Selectable depth of field is possible on quite a few modern computer games. One clue, if you look closely at the knobs in the pic, you will see identical lighting and effects, a sure sign of cloned geometry. :engel016:
Well, in that case - it's amazing !! - thanks
 
It looks also that the new sim will use ray tracing (RTX GPU) so here is the reason too why the VC looks soo good ;D. Cant wait simply!
 
It gives me an excuse to buy an RTX card end of next year or earlier! :adoration:

It will be nice if the new FS20 will use DLSS antyaliasing technique ( https://www.tomshardware.com/reviews/dlss-upscaling-nvidia-rtx,5870.html ) what is have influence for performance.
I used it in Metro Exodus and the first time I leaved it (blurry effect) but after few patches near no any differences and it was an big boost for FPS.

3dmark_port_royal_nvidia_dlss_geforce_rtx_performance_results_4.png
 
I particularly like the depth of the gauges. Glass, then indicators and needles above the painted gauge faces. Intensive modeling and PBR, real world light rendering. Ray tracing will add another layer, but all of this comes at price when considering systems/hardware. That's all fine and the ability to choose a platform to suit one's needs is a luxury we never had before.

After watching the video, most of my questions were answered. The Unity engine is the heart and soul with 3D modeling covering a significant number of large cities. The trailer is tantalizing, but I'll need to see the sim in real time to make an intelligent evaluation. Overall I am anticipating a large part of the globe very much like some form of photoreal, possibly with autogen vegetation? Will stay tuned.......

gman - If it is Unity Engine - I keep seeing here and there that Track IR isn't supported by Unity - or is it Unreal Engine (RTX) - I'm not sure which.
That would be a major upset for me as I don't think I could fly without it - got so used to it.
Do you know for definite either way?
 
Does this mean we will NOT see Ray-Tracing if our card is NOT a RTX ? I just had a look at the price of the RTX 2080 TI ...woow ... things are getting serious !
 
Does this mean we will NOT see Ray-Tracing if our card is NOT a RTX ? I just had a look at the price of the RTX 2080 TI ...woow ... things are getting serious !

My understanding yes RT is only available with the 2000 series of GTX cards

But no point get bent out shape yet, no one knows what the end product will be or require, there will be enough time between now and then for hardware to drop in prices

If this is the so called silver bullet everyone is counting on, its like anything, sit back and wait a few years for the so called 3rd party developers to start releasing addon if it does have an open SDK, that will give you a few yrs to save up and get new hardware opposed to jumping staright in with your wallet only to find its juiced up version of ms flight

So far everything is based on speculation and tiny snippets of infomation.

You have plenty of time
 
I don't want be controversial here but.... I'm having a very close look at that VC instrument panel and I think it's a real life photo. Looking closely at the screw heads and 'patiner" . If I am mistaken then this is "as real as it gets " !


Go in really tight and you can see it's modelled.
I really like the detail - like each screw head is in a slightly different position

 
gman - If it is Unity Engine - I keep seeing here and there that Track IR isn't supported by Unity - or is it Unreal Engine (RTX) - I'm not sure which.
That would be a major upset for me as I don't think I could fly without it - got so used to it.
Do you know for definite either way?

It is Unity, and I am not sure about TrackIR support. I would imagine that this issue would be dealt with somewhere in the process though. I'm with you though, I fly TrackIR 99% of the time but blend it with ChasePlane cameras/head tracking enabled. Great for video.
 
My understanding yes RT is only available with the 2000 series of GTX cards

It's also available for the 1000 series cards with the latest drivers. However, it's a software implementation and is painfully slow.

It is Unity, and I am not sure about TrackIR support.

Are you saying that the new MSFS is going to be Unity-based or just that Unity doesn't support TrackIR? If the former, how do you know this?
 
It's also available for the 1000 series cards with the latest drivers. However, it's a software implementation and is painfully slow....Are you saying that the new MSFS is going to be Unity-based or just that Unity doesn't support TrackIR? If the former, how do you know this?

Great to see that I can test drive raytracing with my existing card. Not ready to take the plunge into RTX cards until second or third generation. BTW, I did that latest driver update with the RT feature. Nothing blew up...that's always a plus. :encouragement:

Yeah, I got the Unity information from the video interview posted above. Also a few other bits that made me a bit apprehensive i.e. inviting Azure AI into the right seat. My last tech experience with MS didn't work out too well.
 
It is Unity, and I am not sure about TrackIR support. I would imagine that this issue would be dealt with somewhere in the process though. I'm with you though, I fly TrackIR 99% of the time but blend it with ChasePlane cameras/head tracking enabled. Great for video.

Thanks Gman, good to know we're all watching developments.
I've really got in to your PBR discussions - reckon this is prime territory for you coming up and looking forward to flying in your Created Spaces!
Also, so glad you've been able to largely put the terrible HDD loss behind you without too much pain.
Nice one man. Peace.
 
Thanks Gman, good to know we're all watching developments.
I've really got in to your PBR discussions

I definitely have been putting all of my energy into learning the PBR workflow. Anything that will support direct PBR integration including metalness, normal and height mapping, gloss, AO etc. directly into the working models has my vote.
 
I definitely have been putting all of my energy into learning the PBR workflow. Anything that will support direct PBR integration including metalness, normal and height mapping, gloss, AO etc. directly into the working models has my vote.


Nice one. It's like MS has caught up with you - not the other way round.

Big respect. :wavey:
 
Yeah, I got the Unity information from the video interview posted above.

If you're referring to the interview in post #152, I can't see where they mention MSFS in the video - it's just about new modelling tools for Unity for use with Windows Mixed Reality (unless I missed an important part).
 
If you're referring to the interview in post #152, I can't see where they mention MSFS in the video - it's just about new modelling tools for Unity for use with Windows Mixed Reality (unless I missed an important part).

After I listened to the interview in post #152 I added up 2+2, drawing from what I have seen and read in their press releases and see in the trailer vid. I would expect that if MS is exploring VR global mapping and building a revolutionary simulation platform, they would integrate the two. That plus what I have learned over the last number of years about scenery development and trying to fathom the massive MSFS data reservoir...my take away is MS is going to take Unity across multiple platforms. Other engines like Unreal approach VR in a different modality.
 
Right on Gordon. I believe I mentioned Ray tracing in one of the other threads on SOH and was met with skepticism. Same thing happened with PBR coming to P3D when I mentioned that. I think we as an FS community need to come to grips with the emerging and in some cases (PBR) older tech that is standard in most other gaming. Devs need to learn the new work flows. Our whole hobby will be better off for it!

It's pretty obvious that Ray Tracing will be in MSFS 2020. A year is a long time to integrate VR.
 
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