3D Graphics Acceleration
As mentioned earlier, FS2000 does not compromise the state of the art of current 3DGAs,
but it doesn't stop at the present. It keeps an eye on future, faster systems
while working to support any level of graphics sophistication you current might posses.

Glider taking advantage of asphalt thermals. Note large
variety of building textures including roofs.
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Andy: We never go so far as to recommend specific pieces of hardware.
But we do require z-buffering now, which is something that was not the case in prior
versions of Flight Simulator. Because z-buffering is now a requirement, that puts a
certain restriction on how much memory on a video card is required because now you have to
store a z-buffer too. We are still making sure that we are working down to older first
generation hardware. 3Dfx Voodoo 1 with four meg of memory for example. First generation
stuff will still work but obviously with a smaller texture buffer. We are not going to be
able to do all the same sort of grand and glorious texture variations and transitions and
things but thats what I was talking about (before) when it scales back, it still
runs and youll get the performance you can out of that hardware. And its a
very acceptable experience. Cards coming out now with 32 and 64 Mb of texture memory and
AGP, those things can only help you. You can run at a higher resolution because you have
room for the texture memory, the frame buffer and the z-buffer all on the same card. The
general rule for Flight Sim has always been "Buy the fastest machine you
can".
Bruce: It's important to remember that Flight Sim is a very popular
product. It reaches a broad spectrum of users, some of them are very casual users and some
that are really dedicated users, like the people that visit your site FlightSim.Com. We
have to appeal to that broad spectrum, which is why we dont aim it at a narrow band
in the hardware. If you have all the bells and whistles its a great benefit like
Andy said. But we also want to make sure that its a product that people can enjoy on
the machine that they got last Christmas, even if they are not going to go out and
buy a new video card or upgrade their system just for that. So we really focused on the
broad audience. That is part of the reason for the two products. (Scot:
That is also why Michael Abrash did the software renderer which is part of that strategy.)
That is for supporting those kinds of people.
Andy: There will be some people that dont even own a 3D Card.
Bruce: Let me give you the sports analogy If you take a sport
like baseball or football. There are people out there who are absolute fanatics, they read
all the stats, watch all the TV shows, they listen to sports talk radio, they go to or
watch every game, they wear the team shirts, they are really into it. But there are a lot
of other people who have a passing interest. They go to a couple of games a year,
theyll watch a few games on TV and maybe read the sports page and so forth. There is
that whole spectrum and Flight Sim is the same way. There is a group of people who are
very, very dedicated to the product, They build add-ons, and are reading your message
bases everyday etc. But there is a whole bunch of other people for whom it's an
interesting hobby. They enjoy the product but are not at quite that level of interest. We
have to appeal to that whole spectrum. That is one of the reasons we decided to do the two
versions.
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