Here's a comparison between Flight Unlimited 2K16 (top) and Aerofly 2 (bottom). This screenshot is taken from roughly the same location geographically in both games.
Is that your Learjet in the top shot? The fatter body and further forward connecting/more drastically swept wings are reminding me more of a Hawker 900XP. Just nit-picking, of course, they're very similar jets. Shader effects and terrain are looking fantastic. What's the game size going to be like with all the high resolution ground?
That is seriously impressive. Will you be able to push 2GB RAM devices to their limits now that they are slowly becoming common in Apple land? I imagine the terrain will eat plenty of it, but as I look at the screenshot right now it already looks mighty fine. Is there going to be a TestFlight beta test at some point?
Game is looking freaking spectacular. I'd love to beta this when the time comes. I'm on iPhone 6s+ 9.0.2. Cheers!
We've managed to optimize the game for the iPhone 4 and up. It's actually quite frustrating. The technology we developed allows us to stream 4K textures on mobile, however Apple has a 2K max texture limit for large scenes. On lower end devices the game will stream 1K textures, and on top tier devices (iPhone 5+) you'll be able to make use of the 2K high definition textures. The good news is that the planes use our 4K HD textures We remodeled each plane from the ground up and created our own 4K textures for the exterior and cockpit. We've also developed a graphics settings screen in which you can turn various graphical features on or off. You have access to real time shadows, volumetric cloud levels, bloom lighting, environmental fog, and texture quality. The game will be pushing a 3GB file size, but we're trying hard to reduce this. There's really no way around the large file size due to the massive high def Bay Area scenery that we're including. I have a few exciting screen shots to post later today. Over the past few hours we drastically improved the ocean graphics to make use of some spectacular real time environmental lighting effects. Thank you for your comments and for following our progress as we near release. Only a few weeks away.
That's good to know and boo on Apple's part. Guess you are future proof when they will allow 4K at some point later in time? The screenshots already look amazing, but I am sure that amount of detail will totally shine on a 2K screen of the iPad Air 2. Have you created the game with future proof settings in mind? Or will I be ablo to crank everything up on the iPad Air 2? A game of this genre totally deserves this kind of file size to be perfectly honest. All this eye candy has to come from somewhere and I can only applaud you for not trying to cut corners in the graphics department just for the sake of app size. Personally, this won't shy me away from an instabuy once it comes out. It makes me smile to read all that enthusiasm wanting to share all these updates with us. For me it's really working at least, as I just gaze over everything you post media wise. That answers the TestFlight question. No worries at all and really excited it's near completion already. Looking forward to more graphical teasers throughout the weeks until the wait is over.
Pony, thank you for taking the time to comment. It's a good feeling knowing that our hard work and attention to detail is being appreciated. To be honest, we're not able to include all of the features that we want in the game in the initial release (not even close). We've been hard at work for over 2 years, and amazingly that's not enough time to include all of the features. However, we'll be working on the game around the clock post release and will submit small weekly updates and major monthly updates with added features (i.e.: Street traffic, air traffic, aircraft creator, etc.) To answer your question, the game has been designed to take advantage of future hardware. If you max out the graphics, you'll get around 8fps in some areas on an iPhone 6. You'll be able to toggle on/off the various graphics settings to your liking. For example, you may not care about Bloom Lighting but you may care about Anti-Aliasing...the choice is yours. Here's a new shot showing the Ocean at dawn. Thanks for following us.
As someone already commented before: perhaps it's a niche market on mobile, so I have great respect for you guys really putting your hearts and souls into this latest product of yours. As already mentioned also, I do hope this sim will get some broader attention once it hits the App store. Which in turn makes both the life span and excitement long lasting, making it another win in the future proof department. Quite sure it will be heaps of fun and amazement once it comes out though. Again, knowing that so much more is yet to be implemented won't shy me away from an instabuy. Being able to customize the visual experience sounds great. Will you guys include a benchmark mode? Or perhaps a device auto detect for most optimal settings per iOS device? Or maybe something as simple as an FPS counter so you can measure the performance as you tweak about yourself? Stunning.
We hit a slight snag and wanted to give the game another weak of love and care. The game is on track to be submitted to Apple next week on Tuesday the 24th.