Stop it.. How is it even possible that you don't understand how stupid it is to say that one use voxels and the other use raymarching? I mean, simply put, voxels "are" the volumetric clouds, and raymarching/raycasting is the rendering technique/lighting. In raymarching you step the ray (in some ways like raytracing, some ways not) through a volume to sample and calculate the lighting and shading for each point in the voxel grid. Which is basically how both horizon and msfs does it. And my point was also that the difference (like from HZD to HFW) lies in the graphical/data fidelity for one, and not the least the complexity of the underlying bespoke systems, f.ex. simulation of user interaction and/or simulating/animating a holistic weather system around it. Hence why I implied that your posts sometimes seems to lack context and awareness.
I'm not an expert in this matter, so I'd like to point you to GG's own presentations, they are of course much better at explaining this than I am.
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From what I understand, the difference between HZD and HFW is that GG made the fidelity of the clouds more fit for close encounters by upping the quality of data and rendering. But AFAIK the fundamental technology behind it is the same.