Apologies for going off-topic here, but just want to quickly address this as everything stated here is highly inaccurate:
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WASM has no sort of benefit for Xbox users above PC users. WASM is extensively used in the V22 for the VTOL FLIGHT MODEL CHARACTERISTICS. Other aircraft will use WASM for custom autopilot systems, systems that go beyond the MSFS Limitations (Such as radars, TCAS, sling loading, etc.). WASM can also be used for code protection and DRM reasons (which also applies to our products)
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WASM therefore provides no special benefit for Xbox above PC, or vice-versa. It allows us to go beyond the limitations through custom code running via simconnect, and will be present on both PC and Xbox versions.
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WASM can read and write LVARs, no problem with that. The Osprey uses an “unclear LVAR nomenclature” for which we have provided a list, and PC Users using SPAD have been able to configure their hardware using our guide. Similarly, other WASM-enabled aircraft will have LVARs that interact just fine with SPAD or similar software.
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Every developer out there will have separate versions for Xbox and PC. The main difference will be limited to polycount and texture size - this is what affects memory the most. Systems and code has a very small impact on memory and therefore is generally not a problem on Xbox. I’m speaking for myself as a dev, but probably applies to others: it is incredibly difficult to maintain different versions of code for PC vs Xbox, and hence we will always avoid having platform-specific versions.
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We do not have any data to back this up, but I’m almost certain Xbox is NOT the biggest marketshare, though it is very significant in size.