Earlier quoted context omitted.
It's pretty straightforward case of prioritization. There are always more things to do on a game project than you have people and time to do. The game runs well enough so the people who could optimize things by rewriting them from CPU to GPU are doing other things instead. Later performance is a noticeable problem to the dev team, from customer feedback and need to ship in more resource constrained environments (VR a…
Makes sense and then it kinda agrees with parent comment that "Microsoft developers simply didn't have performance in the vocabulary". Yes, there is no doubt that "there are always more things to do on a game project than you have people and time to do". However how there is time to firstly make "main thread on single core" monster and then redo it according to game development 101 - make use of GPU. It is no joke -…
The single threaded code was taken from Microsoft Flight Simulator X, the previous version of this game from 2006. It was not done from scratch for the new game, and it still hasn't been replaced. They've just optimized parts of it now.
Another important performance bottleneck is due to the fact that the game's UI is basically Electron. That's right, they're running a full blown browser on top of the rest of the graphis for the UI. Browsers are notoriusly slow because they support a million edge cases that aren't always needed in a game UI.
For anyone interested in learning more about Microsoft Flight Simulator 2020 optimizations I can recommend checking out the Digital Foundry interview with the game's technical director. https://www.youtube.com/watch?v=32abllGf77g