Maybe Virtuali should look into this new technique of having FSX quality detail in FS9...
That doesn't really apply to sceneries, it's only relevant to airplanes because, with the FS9 exporter, there's a loss of precision, but this only affects *very* small parts, like 3d needles in gauges.
Also, there's a limit on the maximum number of polygons with the FS9 exporter and it's also mostly relevant to airplanes developers, that had a limit on what they could do (in FSX, the limit is far less of an issue, since it's possible to export the external and the VC separately), but this is a limit for a single object, doesn't have anything to do with the overall amount of polygons in a scene. We never used such many polygons for a single scenery object so we never found this to be a problem in sceneries.
In any case, bumping up the number of polygons doesn't really help so much in the visual quality, especially in sceneries, which are not supposed to be seen *that* close like, for example, a detailed VC interior or a complex external structure, like landing gears, etc.
What really makes all the difference in scenery quality, is the texture quality and, most specifically, the quality of the advanced materials which are not flat anymore, but use Shaders and, since Shaders in FS9 are way less powerful than FSX, there's no way FS9 could ever reach FSX quality like what we did in KDFW and, even more, what we are doing with KLAX.