Phil Taylor discusses the Blurries
Phil Taylor has published another long and detailed post about the Blurries. It concentrates on their impact in Flight Simulator X but, as Phil points out, it’s not a problem related only to FSX:
Part of the issue is the FS engine takes the approach to "run with what it’s got" instead of waiting until all resources are available. You see this with aircraft, with panels, and yes with terrain where world items render with gray/missing textures or blurry textures if the resource isn’t available within a certain time quantum. If the engine didn’t take that approach, the simulation would pause which is unrealistic.
From the reports of blurries with GoogleSim, it appears they have made a similar design choice to favor flying and simulating the flight over rendering. That tends to validate our design choice.
After my recent post about FSX and some of the feedback from other people (i.e. that now SP2 has been released, we’ll be forgotten about until FSXI), it’s nice to see that Phil and his team is continuing to look at and try and resolve issues.
Tags: fsx blurries
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