
Article by John
Venema
1st October 2007
Here's
a quick introduction for those who don't know me - I'm the Managing
Director of Orbx, a company I founded last year after working for
several years as the founder and lead product designer and
texture artist of the popular
Vista Australis (VOZ) project.
Many people also know me as "Koorby", a nickname I've used for a long
time now.
VOZ
introduced the concept of
replacement ground textures for an entire country, split into distinct
regions. It was this pioneering effort which led to the eventual
establishment
of Orbx as the commercial vehicle to create a higher fidelity terrain
product for FSX.
Prior to founding Orbx, I spent some
twenty six
years as an IT professional in sales, marketing, software development
and support. I have been flight simming since FS1 on Apple IIe's and
I'm also a student pilot and love anything that goes fast!
|
WHERE
HAS TWENTY FIVE YEARS GONE?
The
year is 1981, and it's my first introduction to Flight Simulator
(A2-FS1 on
the Apple II), from the Bruce Artwick Organization (BAO), whose FS
engine is later to be aquired by Microsoft. To me, using FS1 was a
revelation, and very exciting for an aviation nut whose father's idea
of a family excursion was to take his kids to the observation deck of
the local international airport!
Prior to discovering FS1 I was writing my own crude flight simulator
code on
devices as primitive as the HP41C calculator! Try doing approaches on
that baby and surviving :)
Fast forward to 2006, and the FS community learns what Microsoft is
planning in the latest version of the oldest continual PC game
franchise in history:
Ground
texture resolution increased from 5m/pixel to 1m/pixel and higher
Improved
3D engine with architectural enhancements and DirectX 10 support
A
new
SDK with improvement to the autogen and terrain engine
Naturally to me, this was very welcome news! During the creation of
VOZ, the one thing which often hampered Matt Tomkins' and my own vision
was the very low resolution of the ground terrain textures, which often
resulted in a lot of design compromises being made. It was
extraordinarily difficult to capture the unique feel of the diverse
Australian terrain when the pallete was so limited. However the
phenomenal success of VOZ and its adoption by the FS community on a
global scale told me that to a large extent Matt and I had been able to
create a unique feel for the textures even at the low 5m/pixel
resolution of
FS2004.
In moving to 1m/pixel textures we have both a solution to the fidelity
and the added complexity of working on sixteen times the terrain
information per square kilometer. Not only does it literally mean
sixteen times the work to produce realistic terrain, it also places
additional demands on landclass and the more seamless alignment of
textures adjoining each other.
DOES
FSX SOLVE THE PROBLEM?
Let me state from the outset that I am a huge fan of Microsoft's vision
across many of its software products, and in particular, the tremendous
talent and skills of the ACES team in Redmond for both their
persistence with and the continual evolution of the Flight Simulator
platform. It is commonly known within the FS development community that
ACES themselves never intend to create a fully complete
all-encompassing product which users just install at each new release
and never enhance ever again. On the contrary, many in the ACES team
have been quoted as saying their mission is first and foremost to
create an extensible platform for the FS development community to build
upon.
So this begs the question; did Microsoft raise the bar with the ground
terrain in FSX? Of course the answer is going to be subjective, but
from my point of view they certainly created the right foundation and
gave developers enough of a "sandbox" with which to play with.
That said, the key (but in no way complete) ingredients for creating a
believable world to fly over in the simulator are:
Accurate
landclass
Region-specific
textures
Seamless
joining of unique tilesets
FSX out of the box has many improvements, including much improved
terrain mesh, higher fidelity aircraft, weather and lighting systems
and easier to work with APIs such as SimConnect.
Where it fails in my opinion, and has disappointed many users, is the
less than accurate landclass, generic textures and the harshness with
which those textures adjoin each other on the ground. In many places in
the virtual depiction of the world, including many parts of North
America, there is an abundance of "desert" like landscapes and very
hostile and yellow-brown vistas await those who load flights in their
favourite areas.
This is not entirely the fault of the textures per se, but more to do
with the inaccurate landclass being used by default FSX. Of course, the
textures themselves also are too generic to attempt to show the
diversity of the all the world's unique geographical regions. As Phil
Taylor from ACES once said in a TV interview, "We had to squeeze a
terabyte of data into three DVDs" - an unenviable task indeed.
So it is clear some compromises had to be made in order to deliver a
finished product to the users, and one of the victims of the huge
increase in data size was the ground terrain textures. Closer
inspection of the default textures in FSX shows source data dating back
to FS2002 and extensive re-use of the same source images with only
subtle variations between geographical regions and seasons. Simplly
increasing the resolution from 5m/pixel to 1m/pixel whilst using
original data which in some cases is over five years old will only
highlight the flaws in the source data. In many cases the aerial photos
have been sourced at 1m or lower resolution and do not have any "depth"
of detail to offer a richer experience for the user flying over terrain.
If we now add to this dilemna the less than accurate landclass and
harsh texture boundaries which prevail in FSX, the result is a barren
and very synthetic looking landscape that in many cases bears little
resemblance to the geographical region being depicted. This is further
excacerbated by the lack of accurate seasonal regions which often have
disastrous results in continents like Australia and also many parts of
the world like Europe and South America.
SO
HOW DO WE FIX IT?
It's not an impossible task to make things right, just a lot of work, a
sensible and balanced delivery plan and the patience to take the time
to do it right. And of course, if Phil Taylor had been given the budget
to hire an additional sixteen full-time texture artists, carte blanche
access to unlimited super high resolution aerial photography, then ACES
would surely have delivered what they know is possible with their
superb engine. And of course, FSX would then retail for about $1000 at
your local store and be ready for release by 2012!
There are two possible approaches to creating an authentic terrain
product in FSX. The first is a "full photoreal" product which sources
complete aerial photo coverage of an entire city, region, country or
even a whole continent and provides that as a single product. Great in
theory, but I've never been a fan of large-scale, huge area photoreal
products mainly because they are excruciatingly slow to load, consume
multiple 100's of GB of hard disk space, and have to make compromised
design decisions like no seasonal variations, poor or no autogen and
only reasonable texture quality. My tune will change in years to come
of course, when 50 terabyte solid state drives and 1 terabyte memory
video cards and GPU/CPU power combine to make this approach a lot more
feasible.
In the meantime, I prefer to employ the synthetic landclass-based
approach, which combines descriptions of what should be on the ground
with a collection of aerial photo based texture tiles, repeated in ways
which create about an 85% accurate depiction of the real world. The
benefits to this approach? That's easy! Infinitely faster loading
times, a fraction of the hard disk space, full support for seasons,
more detailed and accurate autogen, and less cost to source the data,
allowing developers to "invest more in less", if that makes sense.
So how does a small startup company like Orbx do what is seemingly
impossible to solve? The answer is simple: we don't tackle a "one
product fits the whole world" solution to the problem. We don't believe
in texture base packs which simply replace everything for the whole
world. Rather, our
approach is similar to what was pioneered with VOZ, in that we will
create smaller regions within continents or countries, and source very
specific aerial photography and landclass for those small regions only.
If we create a single regions at a time that produce amazingly accurate
depictions of each geographical area, we will hope users will embrace
that level of fidelity and patiently wait for us to continue to
re-invent the world landscape, one region at a time.
The cost load is then spread over a development cycle which we see
spanning some five years or more, and as more region packs are released
we can generate enough revenue to invest in more highly detaled aerial
photography, landclass and region-specific data. FTX is planned to have
a lifespan well into the FS11 release cycle.
So, adding to the list of key ingredients I listed above, here is what
Orbx is adding to the recipe to create the Full Terrain Experience
(FTX):
Licensed
aerial photography sourced at 15cm per pixel
Licensed
accurate landclass specific to each continent
Hiring
expert texture artists who can craft the source data into FSX format
Adding
the "Orbx" touch to boundary meshing, 3D night lighting and autogen
Removing
the need for any texture "switcher" completely for the user
Seamless
transition of textures as you fly across region boundaries!
Publishing
an open SDK to allow developers to add airports and scenery
Plus
a few "tricks" up our sleeves :)
IT'S
ALL ABOUT THE DATA
There's an old saying in the IT world; "Garbage In, Garbage Out", and
the same holds true for source data in the creation of FSX ground
terrain. Orbx and its shareholders have gone to great lengths and
considerable expense to license actual aerial photography from
professional suppliers whose business is attaching high definition
camera equipment to the belies of aircraft and mapping specific areas.
Often aimed at the real estate, military, town planning, aerospace and
other commercial customers, for the first time their data is now being
re-purposed so Microsoft Flight Simulator users can see the fruits of
having this data converted to FSX.
Here's the key to the increase in realsim and fidelity: if you source
data at 15cm per pixel, even if it is resampled to the lower resolution
of 1m per pixel, most of the source detail is preserved, simply by
using sophisticated resampling software that our data suppliers have
access to. This software can cost tens of thousands of dollars, and
that's why Orbx is prepared to defer to outside expertise and obtain
resampled data which loses little to no information in the downsizing
process. We let the experts do the hard work for us, rather than spend
endless hours in PhotoShop trying to reinvent the wheel.
Now, if we compare this process to say, grabbing screengrabs from
Google Earth and trying to convert those into usable textures for FSX,
we introduce a bunch of issues. Firstly, it's not data which is
available for developers to repurpose as payware anyway, and secondly,
despite some great resolution "pockets" of data that GE provides in
certain cities of the world, for the most part it is based on satellite
images taken hundreds of miles up in space using lenses and resampling
which just cannot compete with a 12MP digital camera designed to be
used on aircraft flying at 2500FT AGL.
Get the right data, and you'll get the right result. That's the
philosophy behind FTX and I can assure you that once you see the
results in FSX you will never, ever go back to default or FS2004 again.
The unanimous opinion of the FTX beta testing team is that they rarely,
if ever, run FS2004 again once they have flown over FTX landscapes.
That's saying something.
THE
FINAL PIECES
Let me finish off by adding the last few ingredients to the recipe for
FTX, and the proof will be there for all of you to see for yourselves
very soon indeed. We begin with a region based approach, add the best
landclass we can source, create the highest fidelity textures sourced
from actual photos of the region being crafted then finally, add these
elements:
Re-engineer
the texture joins to eliminate the jagged edges in FSX
Price
each region so you don't need to mortgage your house to buy FTX
Provide
world-class support and service to our users
A
firm belief that we can influence the future of FS!
WELCOME
TO THE FULL TERRAIN EXPERIENCE!
The entire FTX team and I are utterly convinced the next few years will
be the most exciting time ever in the history of consumer flight
simulation, and we have plans for technology and products which will
truly change the game forever.
Come along for the ride won't you?
|
Click on the image to zoom
|