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Interview with our program manager...

... is located here.  A lot of great stuff mentioned in both videos.  In particular, our new shader pipeline (2.0 and 3.0 is mentioned as well as possible DX10 support and shader 4.0), the new structured gameplay / mission system, the completely reworked multiplayer system and hey, wait a minute, isn't that an Xbox 360 controller he's flying with.  What's up with that?  I could go into all of that further, but honestly I want to see the forum reactions first.  "What?! Structured gameplay and the 360 controller?  What kind of sim is this!?  M$ clearly doesn't care about the real simmer!"  All I can say is don't worry, we aren't replacing functionality, just adding it.

There's a lot of great bits in the DX10 video as well (by the way, Chris is a director of developer relations and not an actual Flight Simulator developer).  One of the key things he talks about that is really interesting is the difference between PC and console.  Consoles being a snapshot of hardware at a given time, PCs being an ever evolving hardware canvas to work with.  This is part of why we release a product that will max out the highest end hardware at the time of release.  We know that two years later, users will still be discovering new stuff via hardware upgrades.

Published Friday, January 06, 2006 8:12 PM by torgo3000

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Friday, January 06, 2006 5:01 PM by Jeff Nielsen - OSS

# re: Interview with our program manager...

We have formally expressed our support (about 4 months ago?) directly to the XBox and XNA people in charge, that we would support a 'version' of flight simulator for the XBox 360 platform.

We believe the this would help more people get into the hobby as 'hard core' simmers and also potentially move/drive more PC sales of the Flight Simulator title.

Further more we also believe that FSX PC and/or XBox will also help the overall economy of the simming industry in many areas including the home built cockpit area as these units are becoming more turnkey and easy to setup. For developers like us the domino effect of the financial aspects could be endless

----leading into the new feature briefly mentioned between FS and the developers for the customer to more easily be placed in touch with the add on developer.

We noticed the controller being used in the video also and we're hoping that the presenter might alude to more information or solicit a response. We are taking notice gang, so keep moving it forward.

Great job on everything so far. :-)

Friday, January 06, 2006 5:20 PM by Nick Whittome

# re: Interview with our program manager...

Thanks Adrian, great links.

I read Jeff's post thinking it was an extension of yours ;)
Monday, January 09, 2006 12:52 PM by Mike

# re: Interview with our program manager...

So I am curious, will FSX utilize DX10 and Shader 4.0 or is this only a possibility? Thanks and thank you for the great work on the FS title.
Wednesday, January 18, 2006 12:35 PM by James Smith

# re: Interview with our program manager...

I too would also be interested to see if DX10 is confirmed. The pics are looking great so far. Looks like you guys are using nmore detailed textures and geodata! This really has me excited on the scenery side since I am a groundpounder designer myself. Is that new autogen that allows the buildings to look more uniform in the cities?

LOL right now having to use lots of GSL to get the buildings situated right in my CFS2 1941 Oahu/Pearl Harbor project.

Thanks for taking the time to post. You and the team taking the time to means a lot as I know you guys don't necessarily have a lot of time.

So to Z.... now excuses buddy... we work too and still find time to blog. :^)

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