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This seems closer to me. You can migrate most Marketplace items from 20 to 24, apparently. The work Asobo is doing on updates seems to apply to both versions as well. Beyond that, there isn't a lot of information.
Typically, FS used to drop a new version every two years or so, in the Olden Tymes. One version would be a major change, the next would be a more incremental change with bug fixes. These days, though, who knows? The best guess is an overhaul with new features (some new planes, a "career" mode, better modelling of the atmosphere and magnetosphere, better aircraft physics, better online networking: those things seem reasonably certain). It will have the same basic game engine, though.
I've seen a lot of games doing way worse dividing workload to threats and getting way more bottlenecked by the performance of one thread.
Even that is not true. FSX came out during a time that quad core cpus were already a thing. It has a mask that sets the "threadability" of the process. You can change that mask to utilize more cores, but in reality the codebase was so slow that it would rarely need to do that anyways and spreading across too many cores would not yield infinite performance. Better to invest in faster cores than more with that.
People don't understand how multithreading works. It's not a get out of jail card for performance issues, because at the end of all the processing however parallel you can make it, it still has to come together to form the data to render a single frame. The only way you can "decouple" this is by having the simulation run as it's own thread, spawning additional threads as needed to calculate the data and then provide this data, when ready for the GPU to render a frame or multiple frames based on that data interpolated from one to the next simulation frame. Go too crazy with that and it becomes unresponsive and glitchy though, so you have to make a cut somewhere. In most games you may find 3 or so frames pre-rendered to fit the points calculated between each frame of simulation data. Some games even let you configure that metric.
I don't like the idea of selling a full refresh as a new game either, especially now that at the time of writing this they just announced another sale on Steam, which essentially tricks people into buying what's already known to be the inferior version going forward. At the same time I can see that switching out a core part of the simulation code would be a major pain to integrate and doing a hard version change means you can do drastic changes with justification. Doesn't mean it's a good justification, but it provides a target for addons and others to work towards rather than having to support multiple "versions" of the same product with vastly different capabilities. Certainly easier to just make two versions than doing if branches in code at every step of the way.
Yes there is.