As Kunos found out with ACC, swapping engines is not plug n’ play.
If you have some spare time though, have at it yourself → https://www.unrealengine.com/en-US/blog/antoinette-project-tools-to-create-the-next-generation-of-flight-simulators
As Kunos found out with ACC, swapping engines is not plug n’ play.
If you have some spare time though, have at it yourself → https://www.unrealengine.com/en-US/blog/antoinette-project-tools-to-create-the-next-generation-of-flight-simulators
Hi, I do a lot of work on UE5.1 > waiting for what 5.2 brings soon but as of today don’t count on UE5.1 to be great at performance.
It can look visually stunning at times, but the sheer size of the planet would not play well with UE5.
It works great in small levels, but unreal still struggles with big maps.
However things like Nanite which is AMAZING for LODs can be somewhat natively done in MSFS through DX12 it’s feature stack called Mesh Shading.
It’s not exactly the same but it’s nonetheless amazing.
Once DX12 comes out of Beta and is working properly Asobo hopefully will implement these DX12 exclusive features.
We might get rid of scenery spikes and weird blurry textures at a distance then.
Also let’s not forget Asobo uses their own in-house engine for their titles.
This means they can expand and add features to their own platform without waiting for another party.
Thanks for explaining that. Looking at the demo of UE 5.1, it looked like nanites were the next best thing.
CAE is creating their next platform on Unreal Engine to train their pilots.
(for the new Level D simulators)
But I assume that that will take many years still and they will use levels as well.
Maybe load into a level with x conditions set by x parameters etc for failures training or take off landings etc.
but visually it looks nice from their early little teaser, but us regular consumers will never see this.
Though i have to admit, unreal engine stock volumetric clouds come nowhere near of what Asobo has atm.
Current Flight Training Devices work on loading training areas and can do so seamlessly during a training session. This is nothing new and is easily accomplished by the server racks that support these devices. The current Tropos system can do this without the typical graying out the out the window display. Currently, under Tropos the only gray out that happens is during a reposition or a change in season to winter.
It is not like a commercial flight simulator is used to actually fly long-distance scenarios. The scenarios are often at a single airport or a group of close airports. With simulator training periods of 1.5 to 2 hours on average, you don’t waste time spending hours at cruise. So this idea that the simulator has to have the entire planet ‘in memory’ does not support the typical training scenarios used.
If a changeover of training areas is required in flight then I highly suspect that already developed proprietary technology will be available in Prodigy as well.
I can also state it is not like the company to announce something that is not ready. Having worked with other technologies, such as RISE, often the technology is already in place long before a press announcement. However, it may take years before it arrives at your local training center. I wouldn’t expect your next sim recurrent to be in a prodigy-driven device.
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