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X-Plane 11.31rc1 disponible :
X-Plane 11.31 cont'ains bug fixes that we could get done quickly, that almost made it into 11.30, and that were high priorit'y, e.g. crashing on some Intel GPUs is fixed, and the external visuals dont randomly lose s'ync.
We do still have some other fixes to get in at a later time. For example, there are a number of particle replay bugs where X-Plane isnt saving the data needed to replay the particle effect; we will patch those in a separate patch where we can add more data to the .rep/.sit structures.
Some users have reported performance bugs, and we are gathering data and looking into them, but Im not treating them as a five-alarm fire. Were at a point where we are making rapid progress on the Vulkan port, and I dont want that progress to grind to a halt as we investigate OpenGL performance problems; we already know that the long term solution to OpenGL performance problems is going to be Vulkan, not stabboeing the OpenGL code repeatedly with a fork in the hope that its better behaved.
If we find something blatantly wrong with the OpenGL code in 11.30, well fix it, but when it comes to ensuring performance, the very fact that the engine is OpenGL and not Vulkan limits us. At this point the IHVs are making their best performance analysis tools for Vulkan and Metal, not OpenGL, and Vulkan provides an API where the drivers performance is deterministic. (What weve seen so far is differing OpenGL performance for basically the same hardware drivers.)
X-Plane 11.30 was a really big code update to X-Plane it had a major update on our route to re-writing the rendering engine, hence all of the rendering bugs were fixing. Over the next few updates I think well have less code change as we stabilize, paired with art updates. Well take gateway airports and we have some landmarks ready to go.
X-Plane 11.31 cont'ains bug fixes that we could get done quickly, that almost made it into 11.30, and that were high priorit'y, e.g. crashing on some Intel GPUs is fixed, and the external visuals dont randomly lose s'ync.
We do still have some other fixes to get in at a later time. For example, there are a number of particle replay bugs where X-Plane isnt saving the data needed to replay the particle effect; we will patch those in a separate patch where we can add more data to the .rep/.sit structures.
Some users have reported performance bugs, and we are gathering data and looking into them, but Im not treating them as a five-alarm fire. Were at a point where we are making rapid progress on the Vulkan port, and I dont want that progress to grind to a halt as we investigate OpenGL performance problems; we already know that the long term solution to OpenGL performance problems is going to be Vulkan, not stabboeing the OpenGL code repeatedly with a fork in the hope that its better behaved.
If we find something blatantly wrong with the OpenGL code in 11.30, well fix it, but when it comes to ensuring performance, the very fact that the engine is OpenGL and not Vulkan limits us. At this point the IHVs are making their best performance analysis tools for Vulkan and Metal, not OpenGL, and Vulkan provides an API where the drivers performance is deterministic. (What weve seen so far is differing OpenGL performance for basically the same hardware drivers.)
X-Plane 11.30 was a really big code update to X-Plane it had a major update on our route to re-writing the rendering engine, hence all of the rendering bugs were fixing. Over the next few updates I think well have less code change as we stabilize, paired with art updates. Well take gateway airports and we have some landmarks ready to go.