?Actually I think it remains useful even without getting into specifics. In 
order for suspension of disbelief  to trick the human brain into thinking a 
simulation is plausible, there has to be a consistent level of 
representation of the real world, whether that's a low level, intermediate, 
or high. If you stick a blocky, flat-textured object into a near-perfectly 
rendered landscape, suddenly it becomes unbelievable, you cannot pretend any 
more that it is real. Likewise a perfectly rendered aircraft against a 
blocky, flat-textured landscape for example. It's the incongruities which 
jar. The trick is to try to take everything up to the next level at the same 
time, but clearly unless you're prepared to hold everything back for a major 
synchronised release every 2-3 years, that's not going to happen.

So really, this general principal is more important (philosophically) than 
the detail of specifically which points are currently considered weak. They 
were probably state-of-the-art when they were first implemented, just as it 
happens, they out of sync with the rest, and will surely catch up (or 
overtake!) in the normal course of development.

Mally

----- Original Message ----- 
From: <[email protected]>
To: "FlightGear developers discussions" 
<[email protected]>
Sent: Saturday, September 25, 2010 11:35 AM
Subject: Re: [Flightgear-devel] A useles philosophical observation


>
>> I was experimenting with the new water shader and local weather, and I
>> could not help myself thinking how sad it is, that the more perfect the
>> simulation gets, the more noticeable the remaining weak points become.
>
> Well, it would turn into a useful philosophical observation once you could
> tell us what you see as the weak points, then we could have a discussion
> how to address them...
>
> Cheers,
>
> * Thorsten
>
>
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