Also, please remember that FSO's core architecture is from 1999, GPUs were far more specialized back then. Hardware Transform and Lighting, the technology we now refer to as HTL, and which is commonplace in modern graphics units, was just developed back then (I remember playing FS2 on an original GeForce card, which IIRC was one of the first ones to introduce HT&L to the market).
That core architecture has not been changed, and is in fact so hard to change, that doing so will take a very long time.
Now, High Max, I know you can't be bothered to learn technical details, but please try to remember this: If you are aware of these things, chances are, the guys working on it are aware of them as well (painfully so, in some cases), and are working on changing it. However, just like you can't transform a Truck into a Formula One racer over night, you can't transform a game engines core architecture from one paradigm to another by just snapping your fingers.