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System requirement estimates (Read 2934 times)
Apr 5
th
, 2011 at 4:15am
F35LightningII
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Colonel
I Like Flight Simulation!
Auckland, New Zealand
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Posts: 266
Here you can have a say on what system specs you think will be needed for good performance on MS Flight.
I think:
Quad core @ 3.0Ghz
4GB RAM
20GB Hard Disk Space
1GB DirectX 11
I've had my say. So what do you think?
«
Last Edit: Apr 6
th
, 2011 at 1:31am by F35LightningII
»
i5 3570K @ 4.3GHz, ASRock Z77 Pro3, EVGA GTX 670 FTW, 8GB DDR3, 128GB Samsung 830, 500GB Seagate Barracuda, Thermaltake Armor A60, Logitech Extreme 3D Pro, Logitech K800, Logitech M510, Windows 8 Pro x64, FSX Acceleration
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Reply #1 -
Apr 5
th
, 2011 at 1:57pm
Travis
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Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
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I think you're overestimating (except for the graphics card), but I could be wrong:
Dual Core @ 2.5 GHz
3 GB RAM
10 GB HD Space
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Reply #2 -
Apr 6
th
, 2011 at 1:28am
F35LightningII
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I Like Flight Simulation!
Auckland, New Zealand
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I am talking about the specs that will give you best performance, not the minimums. I have a dual core @ 2.4Ghz and my fps can go bellow 10 sometimes. I don't think 2.5Ghz will be very good.
i5 3570K @ 4.3GHz, ASRock Z77 Pro3, EVGA GTX 670 FTW, 8GB DDR3, 128GB Samsung 830, 500GB Seagate Barracuda, Thermaltake Armor A60, Logitech Extreme 3D Pro, Logitech K800, Logitech M510, Windows 8 Pro x64, FSX Acceleration
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Reply #3 -
Apr 6
th
, 2011 at 5:44pm
Strawberry Yogurt
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KROC, 2011 ESL Airshow Site
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Let's all remember here, MS said the game will be nicer to our hardware... I'm thinking we are probably going to get something that delivers more than we think - we might just be surprised.
I went outside once. The graphics weren't all
that
great.
Burn the land and boil the sea, you can't take the sky from me.
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Reply #4 -
Apr 6
th
, 2011 at 7:20pm
DaveSims
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Clear Lake, Iowa
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Strawberry Yogurt wrote
on Apr 6
th
, 2011 at 5:44pm:
Let's all remember here, MS said the game will be nicer to our hardware... I'm thinking we are probably going to get something that delivers more than we think - we might just be surprised.
I am hoping another reoccurence of the FS2000 to FS2002 upgrade. I could run 2002 10x better than my system could handle FS2000.
Dave
www.flymcw.com
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Reply #5 -
Apr 6
th
, 2011 at 8:25pm
Steve M
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Cambridge On.
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If you can run it on your I phone I don't want it. I prefer at least a bit of a challenge. Saying that, I think the only way to make 'everyone' happy, no matter the hardware would be some form of cloud computing. A central bank of servers that send your graphics to you. But then there would be bandwidth and speed problems.
Flying with twins is a lot of fun..
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Reply #6 -
Apr 7
th
, 2011 at 2:33am
Travis
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Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
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F35LightningII wrote
on Apr 6
th
, 2011 at 1:28am:
I am talking about the specs that will give you best performance, not the minimums. I have a dual core @ 2.4Ghz and my fps can go bellow 10 sometimes. I don't think 2.5Ghz will be very good.
Running FSX, I'm not surprised. However, as Yogurt said, MS has already stated that Flight will be easier on the hardware than FSX is. I hope that a dual core with a decent rate (2.3 or above) will suffice, while a cutting edge graphics card will have to be available.
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Reply #7 -
Apr 7
th
, 2011 at 10:38am
Daube
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With Flight, MS is supposed to improve the multi-core distribution of the various tasks of the game, which means that the number of cores will become even more critical than it already is in FSX.
Also, it's obvious on the screenshots that the terrain in Flight will be even more complex than it is in FSX, so the various cores will be more taxed, power-wise.
I'm not expecting Flight to run smoothly on a CPU like a dual core. Dual cores are already not enough for FSX, they won't be enough for Flight either.
Got bloom ?
Got mountains ?
Got damage ?
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Apr 7
th
, 2011 at 3:49pm
Rocket_Bird
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Canada
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Does rendering terrain really require that much CPU power? I always thought that this was just one of those optimization problems with FSX. Seems everything requires that up-a-notch CPU if you want to move sliders up. This didn't seem so much of a problem with FS9, or X-Plane for that matter, so I'm curious whether or not this can be optimized a bit for better performance.
Also, I cannot name a single game out there that requires so much state of the art hardware to run smoothly (multicore or otherwise). If Flight performs anything like FSX, this might be a cause for concern. Thus I certainly hope they deliver a little something more palatable to today's hardware.
Cheers,
RB
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Reply #9 -
Apr 8
th
, 2011 at 5:27am
Daube
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Rocket_Bird wrote
on Apr 7
th
, 2011 at 3:49pm:
Does rendering terrain really require that much CPU power? I always thought that this was just one of those optimization problems with FSX. Seems everything requires that up-a-notch CPU if you want to move sliders up. This didn't seem so much of a problem with FS9, or X-Plane for that matter, so I'm curious whether or not this can be optimized a bit for better performance.
Actually, the terrain rendering is one of the only things that were really optimised in FSX, thanks to the multi-core distribution of the terrain building processes in SP1 and SP2.
Sure in FS9 you didn't need that much power, but FS9 terrain was nowhere as complex as FSX terrain. If you consider just the ground textures as an example, FS9 ground textures (like XPlane9) were in 5m/pixel resolution. In FSX, the default textures are already in 1m/pixel, that is, 25 times bigger !! And that's just for default, addons texures can go down to 7cm/pixel !
Same goes for meshes and the landclass variety in FSX, all greater than what you can get in FS9. All this combined together explains why you need more power to render FSX terrain compared to FS9 terrain. And let's not forget about the autogen density.
Quote:
Also, I cannot name a single game out there that requires so much state of the art hardware to run smoothly (multicore or otherwise). If Flight performs anything like FSX, this might be a cause for concern. Thus I certainly hope they deliver a little something more palatable to today's hardware.
First, there are not so many games that simulate things that are as complex as in FS9 or FSX. Most "normal" games are just focused on graphics, the CPUs don't have much to do. Also, "normal" games are not as dynamic as our sims, thus there is much more room for optimizations and power saving.
Push the sliders in XPlane 9 and you'll quickly run into problems too. And in XPlane 10 it's going to be even more critical.
Don't be too optimisic for Flight either.
There are other "normal" games that require CPU power, mainly strategy games. Push the sliders and the number of active units in a game like Homeworld, Supreme Commander or something like that => you'll quickly kill the computer.
Got bloom ?
Got mountains ?
Got damage ?
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Reply #10 -
Apr 8
th
, 2011 at 1:35pm
Fr. Bill
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I used to have a life;
now I have GMax!
Hammond, IN
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Yes, FS (any version) is bogged down by the rendering process, given that everything seen on screen is dynamic...
The only way around this would be to have everything except the user a/c , AI a/c. and weather be "pre-rendered," which would increase the frame rates by a very significant factor, but...
...the scenery would no longer be easily modifiable, and the end result would end up taking more than 100x as much hard drive space!
Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group
Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10
NOTE: Unless explicitly stated in the post, everything written by my hand is
MY
opinion. I do
NOT
speak for any company, real or imagined...
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Reply #11 -
Apr 8
th
, 2011 at 3:16pm
alrot
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Freeware Designers Above
All..
Posts: 10231
Strawberry Yogurt wrote
on Apr 6
th
, 2011 at 5:44pm:
Let's all remember here, MS said
the game will be nicer to our hardware... I'm thinking we are probably going to get something that delivers more than we think - we might just be surprised.
Do you really believe what M$ said? does any one remember the Minimum requirement for FSX ? after saying that a celeron 1gz and a 256mb video card and 1gbram we end up with the real deal
a computer 4 years from the future
I hope they smart this time ,YES many of us BUY the higher and powerfull video cards and CPU due only to FSX ,My machine bearly runs FSX , More friendly Hardware MORE PEOPLE WILL BUY IT ,remember there's also a world beyond your frontiers that also would buy Flight (Examples India, China, Brazil), and CAN'T afford a super PC like in USA or UK so easily
...But don't worried owners of super computers
I'm sure neither your PC would be able to run it , we will need Skynet hardware to run it
(without Terminator I hope )
Venezuela
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Reply #12 -
Apr 8
th
, 2011 at 9:18pm
Rocket_Bird
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Canada
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Posts: 1214
Quote:
First, there are not so many games that simulate things that are as complex as in FS9 or FSX. Most "normal" games are just focused on graphics, the CPUs don't have much to do. Also, "normal" games are not as dynamic as our sims, thus there is much more room for optimizations and power saving.
Thanks for the response.
I understand the whole complexity issue here. What makes me itch though is whether the optimization can be improved on and whether if there are some
other way
that a sim like this could possibly be more fitted for hardware of today instead of hardware half a decade later.
Is pre-rendering and state-of-the-art hardware really the only two solutions?
I mean, its so weird. Taking FlyTampa's Hong Kong scenery as an example. The FS9 and FSX version seem almost identical; you have the same buildings, same textures pretty much (I think), and theres hardly any terrain because the city is at sea level. And yet the framerate difference is so significant that it is just difficult to fathom.
I have an okay system that can run most of FSX at near max settings, but some of the things that I see makes me wonder if there is room for improvement and whether such improvements could exist in Flight. In FSX, my video card doesn't even run at full load; it seems most of the work is generated by the CPU. I know whats holding things back, but I can't help but feel as though there is something inefficient here
.
The rendering was improved slightly by multi-core distribution post SPs, but I dunno, it didn't seem as though it made that much of a mind-blowing experience. Perhaps I just didn't notice it.
Cheers,
RB
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Reply #13 -
Apr 9
th
, 2011 at 6:44pm
JBaymore
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Strawberry Yogurt wrote
on Apr 6
th
, 2011 at 5:44pm:
Let's all remember here, MS said the game will be nicer to our hardware... I'm thinking we are probably going to get something that delivers more than we think - we might just be surprised.
And I've got a nice slightly used bridge near NYC for sale too.
The past history of MS's simulator offerings points to the likely fact that the hardware requirements will be well higher than most anyone currently owns to get "maximum" features (all the great sounding stuff in the marketing) running at anything other than a slide show.
I hope I'm wrong...... but I doubt it.
best,
..............john
Intel i7 960 quad 3.2G LGA 1366, Asus P6X58D Premium, 750W Corsair, 6 gig 1600 DDR3, Spinpoint 1TB 7200 HD, Caviar 500G 7200 HD, GTX275 1280M, Logitec Z640, Win7 Pro 64b, CH Products yoke, pedals + throttle quad, simpit
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Reply #14 -
Apr 9
th
, 2011 at 7:03pm
Travis
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Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
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John, you do have a point, but try to remember that we got those previous promises from the ACES team using outmoded coding techniques left over from 2000. With a new team and a brand new software, I hope that MS has finally pulled it's head of the proverbial donkey . . .
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