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Ooh, now we can drive dual 30" 4k monitors! Oh, but we want a fluid-dynamics-based flight model.
#Sublogic flight simulator assembly upgrade#
What? Now the CPU can't keep up? Whelp, better upgrade that. Now the GPU's the limiting factor, so throw 10x more cores at it.
#Sublogic flight simulator assembly 720p#
We're no longer GPU-bottlenecked on a 21" 720p screen? Upgrade to 24" 1080p.
![sublogic flight simulator assembly sublogic flight simulator assembly](https://fshistory.simflight.com/fsvault/images/c64-fs2-statue.gif)
Realism gets better as you throw more computing power at it. Flight sims are about realism, first and foremost. FU struggled even on the highest-end available Pentium when it was released in 1995.įlight sims have more or less always pushed the high end on home PCs.Īnd they probably always will. And the sims that looked the most realistic, like Flight Unlimited or the Jane's series, had truly brutal system requirements. Falcon 3.0 crushed your average 386, for example. I feel like this has pretty much always been true-at least going back to the early 90s. Sadly, this computing power issue means that the cost of even entry-level flight simming is out of reach for most regular people. Elite is very context oriented, so you can map the same buttons to combat commands (like targeting or selecting weapons) to things like menu navigation as well.Ģ) Voice Attack is amazing in DCS World where you can issue radio commands to NPCs via voice instead of the menu system. I have every function in Elite Dangerous mapped to mine, other than a handful I simply use the in-game menus (the pop-up screens on the left and right) to issue (which I use hat switches on the stick to navigate). Might even persuade me to try a flight sim!ġ) Get a decent HOTAS. I suspect this new FlightSim, Rift and VoiceAttack might be a good combination.
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"Request Docking") and you are left free to enjoy the VR gaming experience. With VoiceAttack you can simply speak those instructions ("Gear Up". Wearing a Rift headset means that you can't see the keyboard to operate basic controls such as requesting permission to dock, raising or lowering landing gear, that sort of thing. I was personally *very* skeptical of voice-based control in games until I tried it with Oculus Rift on Elite Dangerous and was completely blown away. You need to spend more time "up there" to appreciate how accurate those renders look.ĭoes anyone know if this new release supports VoiceAttack? I always wanted to sight-see, and this looks like the sights are actually worth seeing. And if it continues on this arc through the beta and final release, I'll probably get it. I'll be watching to see when this is released and how. So your assessment is pretty wide of the mark from the aspect of reality. But I've piloted gliders and (once) a jet (under supervision) and while I'd understand that one is watching instruments more than the scenery, the scenery from "up there" isn't that impressive compared to "down here". I haven't done much in flight sims since. I played MSFS about 20 years ago and was disappointed that the ground rendering was, at best, rudimentary. If you've never FLOWN (at least as a pilot), you may not appreciate how the ground doesn't quite look real from thousands of feet up - especially when there's some haze or clouds. What you don't apparently get is the Spencer was probably expecting the "typical" rendering of the landscape - which would have some semblance to the areas, with some landmarks that would be familiar in places, but other than that, the thrust of the game wasn't to look at the scenery. Those renders are so far above anything they've done in the past as to be in a whole new reality.
![sublogic flight simulator assembly sublogic flight simulator assembly](https://www.old-computers.com/history/images/Timeline_0279_FlightSim_1.jpg)
You've OBVIOUSLY never used a flight simulator before. Whilst the graphics look fine and I'm sure that it's all very impressive, if Phil Spencer is mistaking this for real life then I'd question his eyesight!
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You're in it for the long run.'"Īhh, the marketing spin is out in full force already. "'If we're doing this, we're in it for the long run. "He looked at me, I looked at him, and he said, 'Are we really going back?'" Neumann recalled. The prototype was shown to Xbox head Phil Spencer later that year, to which he murmured, "Why are we looking at this video?" Then the Neumann and the team pressed a controller to show they could manipulate the action in real time.