I always wondered when X‑Plane would jump on the PBR bandwagon. I like X‑Plane, I think its the best actively-developed (*) flight simulator out there, but I always felt that shading could be better. For instance, there is this unrealistic ‘Lambert-shaded’ world terrain texture, which becomes too dark at sunset; another is the dreaded ‘constant ambient color’ that plagues the shading of objects.
Now in this post on the X‑Plane developer blog, Ben announces that Physically Based Rendering is a future development goal, yay! Then he goes on to say that, while surface shading will be a solved problem™ because of PBR, others like participating media (clouds, atmosphere) would still need magic tricks for the foreseeable future. Weiterlesen