Hi Folks
Jim -
ESP is FSX, (only major difference being the licensing, ISTR ~£900/seat).
ESP 2, and all its enhancements over FSX,
as a product, ain't happening.
AIUI
3rd party licensing
is primarily about distribution & support,
post MS ceasing to do so, (2010/2012 respectively).
As the software is licensed, (rather than owned),
there needs to be some mechanism
to allow continued useage after those dates.
Though agree that David Boker's statement is open to wider interpretation.
WRT the Aerosoft announcement -
I'd expect some response from MS
to clarify their position on their next 'game',
if only to retain their market segment.
Whilst ESP 2 would be my preferred framework,
I don't see MS relinquishing their IPR,
particularly if it most likely
conflicts with their future product line(s).
Hoping I'm wrong on that.
Just as I see it -
Don't get me wrong here,
I'm in favour of an eventual follow-on to FSX,
particularly to address its current shortcomings & bugs.
Aerosoft & whoever
will have far a rougher ride ahead
than MS ever did.
With contributing parties defending their own agendas
the final product might not be optimal
and can never meet all user's expectations.
Effectively sim by committee -
http://www.autoblog.com/tag/design+by+committee/
http://sourcemaking.com/antipatterns/de ... -committee
And particularly so,
that poisoned chalice
which killed the SP2/Acceleration display engine's performance,
and subsequently ACEs itself,
those calls to protect user's investment in legacy products,
by maintaining retro-compatibility.
Ironically enough,
it's often those same users
who're demanding Crysis performance levels, (see below).
http://www.businessballs.com/businessba ... ctures.htm
There's also the other aspect
of Aerosoft developing two parallel products,
heavy-iron specific, and the FSX replacement,
http://www.forum.aerosoft.com/index.php?showtopic=25544
risks driving development down a non-optimal path.
Sidenote -
I do find some statements a little disturbing -
that extensions of existing features are already being ruled out,
e.g. multiplayer being limited to two pilots only.
likewise currently existing and un/under -utilised capabilities
are assumed to
not be present already,
e.g. data persistance across sessions, either config or career related.
also the inference that it's an Aerosoft only product,
AIUI, it's a cross-industry alliance creation.
Bottom line -
If its to run on the Windows platform,
then its a DirectX based product.
If so,
and it will be,
then many developers need to change their
toolsets, skillsets, and attitudes,
and learn to work within the SDKs and DirectX guidelines,
rather than relying on user PC's horsepower
to overcome their product implementations, (applies to all aspects).
Lastly -
Dependency on tools to convert current content,
and then running it through a compliant compiler,
is not sufficient,
as optimisation is key to the performance goal.
Example -
From a recently released scenery -
6 drawcalls, and ISTR, 10k triangles, (need to reconfirm triangles),
for a 3 ft traffic bollard
is totally unacceptable !
HTH
ATB
Paul