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sur le blog developpeur , xp11.50 en beta privée est sortie le 25 décembre ; elle n'est accessible qu'à certains (dev addons et scènes) pour avoir un retour sur la qualité de cette version tout en continuant à tracker le/les derniers bugs ... mais la beta publique ne devrait plus tarder ...
Avec Vulkan/Metal , le gain en fps sera surtout pour les machines un peu anciennes et les machines avec des cartes graphiques AMD ...
par contre le gain en fluidité sera pour tout le monde , ils ont un nouvel outil pour pister les "stutters" !
les pics sur la barre orange du haut montrent les interruptions
voici un extrait :
... we’ve changed what the reflections slider ds – it’s now like X-Plane 10 and ds not attempt to update the environment cubemaps in real-time. (If you really like flying at 5 fps, you can re-enable this in settings.txt – the underlying tech has not been removed.)
What we have found over the last few years is that users will drag every slider all the way to the right, and then be surprised that the sim has poor performance. While I have in the past dismissively claimed that they are doing it wrong (“don’t put every topping on your pizza”) the inevitable truth is that we are violating an industry UI norm by having the highest possible settings run beyond the scope of the fastest possible computers our users can get their hands on.
Now that we have Vulkan and Metal running, we can make some judgments about what will and won’t be real-time. Full scenery shadows are still available and are helped by the Vulkan and Metal driver; a decent machine should be able to run full autogen + scenery shadows at 30 fps.
The Vulkan and Metal back-ends change their approach to running out of VRAM. With the OpenGL driver, when VRAM is exhausted, textures are moved to s'ystem memory, and the application stutters while the driver makes this mad last-minute shuffle.
When running with Metal and Vulkan, X-Plane will reduce the resolution of your textures while you fly, in the background, without stutters, preferring to reduce resolution on textures that are not being used right now. The result should be smoother and generally less disruptive. You can still lower the overall texture resolution to better fit your card’s budget.
This new “on the fly paging” is…well, it’s completely new, and I suspect it will need a lot of debugging during beta. It’s an area where we just need to collect use-case data to better tune the algorithm.
X-Plane 11.50 no longer allows for uncompressed textures – if a DDS is present on disk, we will use it. I have to recomm'end texture compression in the strongest possible terms; while the artifacts are annoying, when we turn it off, everything looks worse due to the VRAM pressure – uncompressed just isn’t a good way to use our VRAM budget. Pre-compress your textures for best results!
pour les avions :
... Most add-ons should hopefully just work. X-Plane creates a bridge OpenGL context, which is used for 2D plugin drawing, and takes care of s'ynchronizing it with the Vulkan/Metal world. This means that plugins drawing in 2D, ie UI and panels, will work as they are. 3D drawing isn’t supported, because we are limited by what we can share with OpenGL and there’s also a bit of overhead involved with switching between the worlds.
I have tested a couple of third part'y aircraft. FlyWithLUA based plugins tend to work quite well, the ToLiss A319, FF 757 and 767 as well as all FlyJSim planes. The one plugin that didn’t work was the FF A320...
...I would expect the Zibo to “just work” – 2-d OpenGL custom avionics are emulated, and the rest of the add-on would be unaffected. You’d see higher FPS if you were bottlenecked in the driver on the CPU side...
Avec Vulkan/Metal , le gain en fps sera surtout pour les machines un peu anciennes et les machines avec des cartes graphiques AMD ...
par contre le gain en fluidité sera pour tout le monde , ils ont un nouvel outil pour pister les "stutters" !
les pics sur la barre orange du haut montrent les interruptions
voici un extrait :
... we’ve changed what the reflections slider ds – it’s now like X-Plane 10 and ds not attempt to update the environment cubemaps in real-time. (If you really like flying at 5 fps, you can re-enable this in settings.txt – the underlying tech has not been removed.)
What we have found over the last few years is that users will drag every slider all the way to the right, and then be surprised that the sim has poor performance. While I have in the past dismissively claimed that they are doing it wrong (“don’t put every topping on your pizza”) the inevitable truth is that we are violating an industry UI norm by having the highest possible settings run beyond the scope of the fastest possible computers our users can get their hands on.
Now that we have Vulkan and Metal running, we can make some judgments about what will and won’t be real-time. Full scenery shadows are still available and are helped by the Vulkan and Metal driver; a decent machine should be able to run full autogen + scenery shadows at 30 fps.
The Vulkan and Metal back-ends change their approach to running out of VRAM. With the OpenGL driver, when VRAM is exhausted, textures are moved to s'ystem memory, and the application stutters while the driver makes this mad last-minute shuffle.
When running with Metal and Vulkan, X-Plane will reduce the resolution of your textures while you fly, in the background, without stutters, preferring to reduce resolution on textures that are not being used right now. The result should be smoother and generally less disruptive. You can still lower the overall texture resolution to better fit your card’s budget.
This new “on the fly paging” is…well, it’s completely new, and I suspect it will need a lot of debugging during beta. It’s an area where we just need to collect use-case data to better tune the algorithm.
X-Plane 11.50 no longer allows for uncompressed textures – if a DDS is present on disk, we will use it. I have to recomm'end texture compression in the strongest possible terms; while the artifacts are annoying, when we turn it off, everything looks worse due to the VRAM pressure – uncompressed just isn’t a good way to use our VRAM budget. Pre-compress your textures for best results!
pour les avions :
... Most add-ons should hopefully just work. X-Plane creates a bridge OpenGL context, which is used for 2D plugin drawing, and takes care of s'ynchronizing it with the Vulkan/Metal world. This means that plugins drawing in 2D, ie UI and panels, will work as they are. 3D drawing isn’t supported, because we are limited by what we can share with OpenGL and there’s also a bit of overhead involved with switching between the worlds.
I have tested a couple of third part'y aircraft. FlyWithLUA based plugins tend to work quite well, the ToLiss A319, FF 757 and 767 as well as all FlyJSim planes. The one plugin that didn’t work was the FF A320...
...I would expect the Zibo to “just work” – 2-d OpenGL custom avionics are emulated, and the rest of the add-on would be unaffected. You’d see higher FPS if you were bottlenecked in the driver on the CPU side...