What kind of settings is that at?I will be interested how this performs on the series S, on my GPU "1650" 3TF its only about 12fps @ 1080p with stutters on top of that ( I assume when it loads in new areas )
Apart from install size I don't remember seeing anything about the console version apart from that there will be one.It would be great to finally see a first game that utilize sfs however I haven’t see any mention of it in interviews so I doubt it.
Apart from install size I don't remember seeing anything about the console version apart from that there will be one.
I'm hoping the port will be used as a good opportunity to get SFS implemented,
one because I worry how the console will look especially XSS without it,
and two for the future of PC, being able to lower memory requirements and improve streaming.
Fingers crossed.
Wouldn't SFS use be limited, as most of the textures are being streamed from the intercloudz rather than the SSD.
I don't know much about how it works.Wouldn't SFS use be limited, as most of the textures are being streamed from the intercloudz rather than the SSD.
I don't know much about how it works.
But are you suggesting it streams textures straight from the cloud into memory in realtime?
If that's the case then I would hope they would update it to cache it to the SSD then SFS stream the tiles required lowering memory usage. Although to be fair I'm only assuming memory usage would be higher than what's in XSS, maybe memory is low on MS:FS.
Memory requirements actually doesn't seem too heavy from the quick Google I've seen, but I haven't seen what the different instalation and streaming modes are.I don't know how the streaming behaves tbh, it might cache it to storage so as SB suggested it might see some use that way.
There are procedurally generated buildings where photogrammetry isn't available and detailed ground textures. Maybe they'd be SFS candidates too.
Memory requirements actually doesn't seem too heavy from the quick Google I've seen, but I haven't seen what the different instalation and streaming modes are.
I just remembered seeing flying over cities and thought it would be good use case for SFS. But I also have no idea how the engine works.
While flying over Paris on the Airbus A320, Wloch sees about 35-40 FPS (which is the low-end), while when flying over Bordeaux, the framerate can go as high as 60.
Looks like it's going to have a VRR mode as well as 30fps mode.Console relevant snippet:
https://flightsimulator.zendesk.com/hc/en-us/articles/4402318233874What is the list of recommended peripherals that will work for the Xbox version?
- Microsoft Flight Simulator fully supports Xbox gamepad, keyboard and mouse, Thrustmaster T.Flight Hotas One, Thrustmaster T.Flight Rudder, and HORI HOTAS Flight Stick for Xbox One. New, Xbox-compatible peripherals will be announced soon, but we cannot share any further details at this time.