As more things are plugged into lfs programing wise, the work increases exponentialy, so do the problems of debugging. So at this rate, with scawen trying to keep a steady pace, the spacing between releases will be exponentially greater. Expect s3 by 2009-2010 (not kidding).
In conclusion, yes, it is going to get old, and it somewhat has gotten old. I really like lfs, i've been using it since the first demo came out, i do feel its gotten old
Wait for dx10 cards for sure. Also as a side note, only the FSX Deluxe edition is updateable to dx10 afaik.
As far as the sim goes, i love it, im getting great performance (had to disable the autogen though) other then that everything else is maxed out at 1680x1050.
Its clearly a case of black ice, i've driven through it enough times to recognize when it is the culprit. Even harder when its patchy (such as in the vid) since front tyres might grip while rears will slide, then they catch and fronts have no grip and all kinds of different situations.
One day we had solid freezing rain overnight, next morning going to work i didnt want to leave my car, its a wicked rush trying to keep the car pointing in the right direction and taking corners has never taken so much concentration and work :P, even going at 5 km\h if you brake, you'll slide for at least 10 meters without any sign of slowing down.
Say, a racing game in the mid 90's had a car model with 200 polygons, doesnt take long to model a car with that many polygons, but now cars in pgr3 for example use 80000+ polygons, see the difference?
IE: need for speed and any sports game made by EA.
BTW, one of the reason pre-made game engines are becoming so popular, such as the unreal engine or source or whatever, is because of the amount of art assets that need to be created, it has increased exponentially as games become more and more complicated and detailed visually. in the past a small team of 3d\2d artists was more then enough, but now you need a small army to create all the content. So instead of having a team dedicated to creating the game engine\physics, they transfer all the manpower to asset creation, trying to maintain the costs of developing a game to a minimum.
As for FLOW, it looks amazing, knowing how complicated it is to simulate flowing water properly i can appreciate the results. And we wont be seeing realtime water like that in a LONG time.
PS: gears of war trailer is all REALTIME, nothing pre-rendered like 90% of the ps3 trailers.
FFS how many times do we have to read these "suggestions" from the drifters, theres a search button! USE IT! And no, we dont want tuning, thats why you have nfs, so you can drift and tune to your hearts content. This is a racing sim, not a drifting sim.