vEarth - Virtual Earth Project
this project has been in the making for some time now,
initially on paper, than as a proof of concept, and now it is in full on development! with this project we aim for a new experience when it comes to Photoreal scenery integration! we are still working and developing in-house functionalities we need to achieve this experience,   starting with color corrected Photoreal imagery! for ALL N.A. collected no earlier than 2015!     as it stands our standards are LOD15! we will include all seasons variations! and Night! (we may or may not mix High res with lower res imagery in metro area's,
our rational is... there is no point in using high res imagery than covering it with objects that block the imagery anyway)   beside a complete special edition Night Environment style Lighting system (Autogen based with traffic!!!) what makes this project different than what most already familiar with is...   we detect the data we render directly from the actual imagery we use!!! this means accurate coast and water lines, including waves! even boats on water from the imagery are detected and rendered,   we detect and render every single tree, matched with its type and size!!! we detect and render every single house matched with its real rooftop color! every power line post, and much much more   as our test bed platform we choose the state of Florida, i think everyone would agree it is a complicated peninsula known for its complex Coast lines,   the video below showcasing our latest tree detectoin technology,
(the Photoreal we used there is an early test sample for water coloring and not representative of final product colors) its worth to note that everything you see in this clip is 100% data derived process!
ill use this opportunity to coin a new phrase "AccuGen", as its name suggest its Accurate Autogen as appose to the default Autogen behavior which is random; these will always appear in the same exact place every time!   This is my own personal flight recorded raw!
As soon as the data was ready for inspection, The only modification is the audio track,
everything else is 1:1 what saw when I first went to check latest Tree data for vEarth in Sim, without further ado...   KIMM to KAPF Part 1 .responsive-container { position: relative; padding-bottom: 53.25%; padding-top: 30px; height: 0; overflow: hidden; } .responsive-container, .responsive-container iframe { max-width: 1280px; max-height: 740px; } .responsive-container iframe { position: absolute; top: 0; left: 0; width: 100%; height: 100%; }  

        KIMM to KAPF Part 2 .responsive-container2 { position: relative; padding-bottom: 53.25%; padding-top: 30px; height: 0; overflow: hidden; } .responsive-container2, .responsive-container2 iframe { max-width: 1280px; max-height: 740px; } .responsive-container2 iframe { position: absolute; top: 0; left: 0; width: 100%; height: 100%; }        

        before anyone asks... vEarth is designed for Lockheed Martin PREPAR3D, Dovetail Games (DTG) FSXSE, and Microsoft FSX!

this flight was captured in FSX! no addons of any kind! no modification to FSX.cfg what so ever! (except wideaspect=true) This is plain Vanilla FSX out the box with all sliders and setting set at MAX available (default) settings!
yes... trees density is controlled by the default density slider inside Sim and can be adjusted in session, under these maxed out setting frames are dead locked at 30FPS!
(flown, tested and recorded on Mobile Dell Precision M3800, Win8.1, 16GB Ram, Intel HD Graphics 4600)