I’m not suggesting putting the whole world on a 120GB disk.
That being said, most of the textures and building geometries used for San Andreas may be reused for other cities in the west coast. Areas between cities that have a lower density could take much less space.
So doubling the physical area covered doesn’t necessarily require doubling the amount of data. But the bandwidth usage from MSFT’s simulator suggest they are not reusing data when they could be.
Yeah, you’re not getting the goal. They are using actual data from the areas you’re flying over. You’re suggesting they look at it like a game, where the reuse textures and models. Their goal is the opposite, to have the game look like the real world.
Even in MFS2020 my house roughly look like my house, and the taller structures look like they do in my city, they aren’t just #skyscraper93781 and #bridge12381, they are all unique structures that uses the bing maps data to look just like it does in real life. The landmarks in my city are my cities landmarks. They aren’t just generic buildings.
I happen to know a bit about game and simulators. From a plane’s point of view, houses dont look unique. A small number of models is enough to fairly represent most houses. There may be a minority of structures that are really unique (stadiums, bridges, landmarks, …) but the vast majority of buildings aren’t unique. Even if two building have different heights, it’s possible to reuse textures if they’re built from the same material.
MSFT appears to have designed the simulator by considering every building is unique, but if they compared buildings and textures, ideally using automation, they would see there’s a massive amount of duplication.
The fact that you started by comparing it to GTA 5 makes it obvious you don’t know, but okie dokie, at this point I have to assume you’re just trolling.
I’m not suggesting putting the whole world on a 120GB disk.
That being said, most of the textures and building geometries used for San Andreas may be reused for other cities in the west coast. Areas between cities that have a lower density could take much less space.
So doubling the physical area covered doesn’t necessarily require doubling the amount of data. But the bandwidth usage from MSFT’s simulator suggest they are not reusing data when they could be.
Yeah, you’re not getting the goal. They are using actual data from the areas you’re flying over. You’re suggesting they look at it like a game, where the reuse textures and models. Their goal is the opposite, to have the game look like the real world.
Even in MFS2020 my house roughly look like my house, and the taller structures look like they do in my city, they aren’t just #skyscraper93781 and #bridge12381, they are all unique structures that uses the bing maps data to look just like it does in real life. The landmarks in my city are my cities landmarks. They aren’t just generic buildings.
I happen to know a bit about game and simulators. From a plane’s point of view, houses dont look unique. A small number of models is enough to fairly represent most houses. There may be a minority of structures that are really unique (stadiums, bridges, landmarks, …) but the vast majority of buildings aren’t unique. Even if two building have different heights, it’s possible to reuse textures if they’re built from the same material.
MSFT appears to have designed the simulator by considering every building is unique, but if they compared buildings and textures, ideally using automation, they would see there’s a massive amount of duplication.
The fact that you started by comparing it to GTA 5 makes it obvious you don’t know, but okie dokie, at this point I have to assume you’re just trolling.
Except they can’t? Because the world itself doesn’t repeat like that.
Also we’re not talking a doubling of the area. We are talking 1:1 of the entire earth. Starting from satellite images.