Because they're not doing anything new. It's going to follow the same fucking model as their train games. It's based on an engine that's 11 years old now. In early access it'll be limited to seven GA planes. The big aluminum tube flyin' guys (of which I am not one) are already up in arms about that. And if you want to make addons, you have to sell them through the Dovetail steam store if you want to sell them.
Ooooh, they're going to convert it to 64bit. Lockheed already did that with P3D which will be at V4 soon. An "advanced flight model" ?? Bullshit. I bet it's the same look-up table type model that FS has used for a long time. Nah, these guys are just trying to cash in on their train business model with the flight sim crowd and I don't think it's going to go well at all.Their two previous announcements for continuing the brand have already been shitcanned in favor of this mess. Sure is going to be "fun" flying around in an empty world
The videos I've watched on youtube are really but they look pretty bad. Basically it looks like vanilla FSX. Well, with streaming water on the windscreen when it rains.
Back to xp11 and maybe I'll give P3D another look when it hits v4. Supposed to be some new surprises with it. Still FSX base (well, ESP but same difference) but much more developed and further along than FSW likely ever will be.
Last week we launched Flight Sim World into Early Access, and hopefully you've spent the weekend enjoying the first step for FSW.
Since then we've been on the boards, scouring the reporting forms and gathering feedback to compile a hit list of immediate fixes with an update planned for later this week:
- Addressing brightness issues on runways
- Improved lighting on autogen buildings and AI aircraft
- Improving lighting on the horizon
- Translation fixes in the UI for German & French
- Music tickbox is now ticked when music slider at 0
- Quitting a lesson now returns to lesson screen
- Disabled state option implemented in repeat dropdown in Key Assign Panel
- Livery of the aircraft in Scud Runner mission changed to reflect UI
- Heavily revised audio for both PA34 and PA46
- Momentum effect applied to all aircraft default cockpit views
Additionally we're aware that some users have been affected by optimization issues, whilst fine tuning performance will be an ongoing process throughout Early Access, we're looking particularly at sub-par performance on high-end machines. If you're a user affected by this, then feel to contact the support team at dovetailgames.kayako.com. We also have a number of suggested tweaks that may improve your flying experience:
- Lower the display setting sliders - Scenery and Traffic tend to be the largest offenders. If you're experiencing performance issues, we recommend setting Scenery to mid-high and traffic to low.
- If you’re experiencing performance problems in Full Screen Mode - particularly if you're using a multi-monitor set up. Set your profile to run in window mode or windowed full-screen.
- Disable concurrent Streaming (either broadcasting or viewing).
We're grateful for any constructive feedback about Flight Sim World and have a host of improvements for next week (including hot fixes to a number of aircraft, their instrumentation and tweaks to the flight model) and larger updates planned in the near future. Don't forget that if you've experienced a bug then please fill out our Reporting Form.
At least they are speaking and working (how will it be on the long run tho ?)
So traffic still a performance hog, things never change
And no, I won't stop any concurrent stream to help with performance
I am still confident that with a lot of time and with selling lot of thousands worth DLCs (which will certainly come even while in Early access) FSW might become a nice FSX sequel.
In the meantime back to Prepar3d
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