There was a misunderstanding. I didn't say creating weather is easy. I only meant that synchronization between players is easy. I don't see synchronization as the main problem here. The weather itself, the rules by which it is rendered, its effect on the environment, on the player and the ship, the effect of the ship on the environment, landscape erosion, the wind and the new rules for rendering mountains in connection with it, optimizing the whole process, etc. - that's really hard to do. Very hard.
Got it - thanks. From my perspective, what I'm saying is that the synchronisation itself is easy once the generation problem is solved - but the requirement to
have that easy synchronisation makes the generation problem so much harder in the first place.
(e.g. in a single-player game you
could generate the weather on system arrival, then incrementally evolve it only in the bits the player can see, then discard it on system exit and start over on next arrival)
Not an argument to say FD should switch to UE5, but one day, someone is going to use UE5 (or 6 or 7) to make something like ED/SC/NMS/whatever.
UE5 still has serious performance issues reported with loading regions >20km across - not a problem at all for 99.9% of games, utterly fatal for even a relatively basic space sim.
I doubt that'll be "fixed" in UE6 or UE7 because while it's not all
that difficult to support larger areas as a goal in itself (plenty of 90s-era games did, after all) it requires compromises which would make the engine less optimised for displaying the high-detail close-in environments that everyone else actually uses it for, to cover a use case that (to within measurement error) no-one needs.
The reason space sims tend to write their own engine is because the market is so small (and so split on what a "space sim" actually involves...) that no-one has produced a modern off-the-shelf engine optimised for space sims. Maybe one day someone will and there'll be a big increase as a result in the number of space sims being made - "first, make your own game engine" is a pretty large barrier to entry right now! - but I'd expect that to be something new rather than a descendant of the optimised-for-something-else Unreal.