It depends really,since flight sims are the type of games that rely heavily on cpu power for physics calculations.
Take a game like falcon 4,you're going to have quite a hard time breaking 30 fps on it,even with the fastest cpu's around(it even supports smp because of the physics).
Most flight sims are easier in terms of fill rate when compared with other types of games,because most of the time theres almost no overdraw(ex flying at high altitude).
The one thing that more recent flight sims need is lot's of memory on the video card end,to store textures for planes,objects and the quality of the terrain itself(nice for those high speed low altitude moments... ).
But it's like was was mentioned above,get a fast cpu and,for best results,you'll have to lower the resolution(or color depth),either case will reduce fill rate needs and increase the available local memory that can be used for textures(avoids agp texture swapping which is way too slow compared to local memory bandwith).
Take a game like falcon 4,you're going to have quite a hard time breaking 30 fps on it,even with the fastest cpu's around(it even supports smp because of the physics).
Most flight sims are easier in terms of fill rate when compared with other types of games,because most of the time theres almost no overdraw(ex flying at high altitude).
The one thing that more recent flight sims need is lot's of memory on the video card end,to store textures for planes,objects and the quality of the terrain itself(nice for those high speed low altitude moments... ).
But it's like was was mentioned above,get a fast cpu and,for best results,you'll have to lower the resolution(or color depth),either case will reduce fill rate needs and increase the available local memory that can be used for textures(avoids agp texture swapping which is way too slow compared to local memory bandwith).
Comment