Thank you for your response. My hope is that they can generally raise the light quality in the photogrammetry without over-engineering the data. I know people are excited about Direct 12, and options may or may not help, but at keast it us an upgrade from which something may evolve.
Question: FSX-based code allowed for shaders files, and options along those lines, but i have not seen it implemented so far in FS2020, at least as the UserCfg.oot file is concerned. Am i correct in thinking this would be an area for attention as a post-processing result? I am not a graphics tech, so i donāt know what is doable.
Right now, the 10Gb of VRAM on my RTX 3080 seems perfectly adequate. Iāve been wondering if DX12 might make it slightly inadequate. Any thoughts on that?
The lighting works different. In Bing and Google you have ambient light that is everywhere.. Try it, you can go around a large building in a city in Bing 3D, you wonāt see any light difference, the photograph taken for that spot decides the light. The sun is a directed light. See Coppersens remarks: in MSFS you have the direction of sunlight, that will decide if you see dark or light on wands (buildings) below you. Better simulation of reality.
Yep, that would be something special, in the meantime, we have a number of photogrammetry cities with cityscape modelling packs that can add PBR and missing details to the existing photogrammetry splendour. Some which come to mind are, London, New York, Seattle, Chicago and Tokyo, although Iām sure there are many more.
Yeah, also Washington, DC, Frankfurt, Dubai, Brisbane. Plus many more if you go to Simmarket.
Regarding New York, Iām eager to try SamScene3Dās, but I know that Drzewiecki Design will one day be redoing their New York City for MSFS, so Iām also tempted to wait.