by Griphos » Sat May 06, 2017 10:38 pm
What did I originally write? What I meant to say is what it says in my post now. FSW and P3D are both built out of the FSX (ESP) code. FSW is 64 bit, but it's not new code. They are making a LOT of changes, though, from what I can tell. I doubt it will have simconnect ability, or even compatibility with (a new) version of FSUIPC.
And to speak to another part of the question, no, there are no UE4 flight sims. The trouble with most graphic engines is trying to reproduce an entire world. Scenery does matter, and 3000 ft isn't very high. Even at 30,000 ft I want the world to look like a world. Maybe it's because I'm a pilot and so know what the world looks like at any altitude, but I can't fly if the scenery isn't at least minimally realistic. So even default FSX was completely uninteresting to me, as it bears very little resemblance to any part of the world.
There are basically three approaches to flight sim scenery.
1) a layered scenery, with mesh covered by land class tiles telling the sim what kind of textures go where, covered by textures, filled in with autogen buildings and trees and other objects. This basic layer cake can be customized with hand placed objects a la Orbx. This is only a general representation of world that can't really match reality (you can't fly over your house).
2) or, since the basic architecture of the engine is mesh and tiles, those tiles can just be photo images taken from image data like google earth. This is pictures of what's actually there, but it is flat, two-dimensional rather than three-dimensional. This is obvious at most altitudes, and ugly at lower altitudes. The world is three-dimensional, obvious even at altitude, so flat pictures look just like what they are, flat pictures, and it is unconvincing to fly over that. You can fly over your house, it just won't look much like your house, or even like a house at all.
3) or some combination of the above, mostly textures with some photoreal (FSX with Orbx), or mostly photoreal with some 3-D autogen (Aerofly2). Aerofly can look stunning in uninhabited areas, mountains and deserts, with good high resolution images, but looks flat and stretched in areas with human structures but no autogen.
In both, very close flying, like very low altitude or flying near mountains or in canyons, makes for very pixelated base layers that are far from convincing (at least outside small areas enhanced with very high resolution images or custom autogen grasses,etc).
DCS takes a completely different approach because it builds the traditional graphic "maps" of FP games, or traditional air combat sims. This means very limited areas in which to fly. You cannot do tradtional maps of significant chunks of the globe. There simply isn't enough memory for that in any system. Such maps, even the new Normandy map for DCS, look like video game representations of the world, rather than the world. Even the kind of clearly representational quality of scenery we get in TSW would bring a cutting edge computer to its knees if the map tried to cover enough area to fly over. Something like the ARMA graphic engine wouldn't even load if large enough to really fly (which is why they do islands). However, if ARMA had flight models that were even remotely faithful, that's probably what I'd mostly fly. ARMA3 offers a convincing virtual world.