There aren't any significant number of thread about flickering. There are a few issues with KIAH, which has been explained why it shows this more easily (but ONLY with some 3rd party camera addons), since it has been made with more strict tolerances, to prevent the OPPOSITE of the flickering issue, which is the raised ground polygons, as discussed here:
http://www.fsdreamteam.com/forum/index.php/topic,10755.0.htmlhttp://www.fsdreamteam.com/forum/index.php/topic,17440.0.htmlSo, these are the alternatives:
1) Use the slow FS8 code, not fully compatible and slow. This is what every other FS developer did so far
OR
2) Use native FSX code (faster) and raise the ground polygons to prevent flickerking. This is what we always did, to get better fps and native FSX materials. This can result in visible raised ground polygons.
OR
3) Raise the ground polygons less, like in KIAH, which result in flickerking with Ezdok camera.
OR
4) Made a P3D native version of the ground scenery, like we did with KCLT/KSDF/KMEM, which fix most of the issues.
We'll surely adopt solution #4 for all our next sceneries, and will update the old ones too, but this will take some time, since it's not an easy task, and each scenery was made differently, so it's not just a matter of recompiling the scenery with the P3D SDK, and in some cases the airport might have changed too, so we might also take the time to do a complete update.
I do not have these problems with products such as flytampa or orbx.
You didn't had these problems with other sceneries, because before they released native P3D version of their very latest airports, they were using the very slow FS8 legacy code, which even if it didn't had this issue, it resulted with an heavy cost in fps.
That's why they all advertised big fps gains when they finally switched to P3D native code, something we didn't noticed, because we were already much faster before and, if anything, native P3D V4 code, while it's surely faster than FS8 code, it's not any faster (might even be a tad slower) than the method we always used until now.