Real-world locations including Dubai, San Francisco, and Egypt are recreated in photorealistic 4K resolution, with geography and textures captured from satellite imagery. Players will be able to control numerous authentic planes from light aircrafts to passenger vehicles, set their own flight paths, and navigate through unpredictable scenarios thrown up by Microsoft’s Azure cloud computing platform, which leverages artificial intelligence and machine learning to dynamically shift flight conditions. This will keep players on their toes – get too comfortable running a commuter flight, and Azure might throw up sudden shifts in the weather, turning a sunny flight into a battle to keep aloft as storm conditions roll in.
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If Flight Simulator looks ahead of its time, that’s because, in many ways, it is. Not only do the underlying AI and graphical technologies behind its creation push current gaming technology to its limits, but they begin to surpass them. The geographic data alone, needed to render the world players will be flying around, comes in at two petabytes – equivalent to 20,000 Blu-ray discs.
It will be far in excess of what can fit on a disc or be reasonably downloaded, and so Flight Simulator is at the vanguard of a new breed of game that can only live, perhaps fittingly, in the cloud. Microsoft servers will do a lot of the visual processing remotely and beam the results to a player’s screen, doing away with the need for a super-powerful PC at home (though you will need a fast internet connection). This is part of a wider shift that is already under way in video games: as technology improves and developers strive to create ever more realistic virtual worlds, games balloon in size, and the hardware needed to run them becomes more and more expensive. Offloading some of that data and processing to cloud servers is the solution that Microsoft – among other companies, such as Google – is betting on.
For games like Flight Simulator, the cloud provides “a system that kind of understands how much capability I need at any point,” Spencer explains. “It’s no different than what we’ve done in years past, streaming into available RAM that’s available on our consoles.” Flight Simulator will have an offline mode when it launches in 2020, but given how heavily it relies on data streamed from Microsoft servers, it’s likely to be severely truncated.
Always-online games are sometimes controversial – not everyone likes logging into a server every time they want to play (and indeed, some players aren’t able to). But in this case, the advantages are surely worth it. “We’re getting to the point with games where there’s the [question of] how much data can you actually download and store?” says Spencer. “[But] there’s also the matter of how much data do I need to have locally at any time? I’m not playing the beginning, middle and end of every game at every time … Not only do we have two petabytes of data behind [Flight Simulator], but we’ve got Azure AI running [so] you have different levels of fidelity in different parts of the planet. As you’re flying around, you’re seeing the highest buildings and the weather’s changing in real time. It is just unreal.”