• X-Plane - Update on Vulkan And Metal Progress

    X-Plane 11

    Just a quick update on our progress with Vulkan and Metal. We last spoke about this on the live feed a few weeks ago, but we're a little further along. Here's the summary:

    • Plane-Maker and Airfoil Maker run in Vulkan and Metal.
    • X-Plane runs in Vulkan and Metal up to the main menu (e.g. the app starts) but can't yet fly or show scenery.
    • The Vulkan and Metal code runs on Mac, Windows and Linux.
    • The Vulkan code runs on Nvidia, AMD and Intel drivers.
    • All shaders are ported.
    • All of the zoo animals (abstractions around part of the graphics engine) are now complete. We killed off the last 2 or 3 since the live feed.

    For the last two weeks, Sidney and I have been working to port all rendering passes to the new code, so we don't have to go through OpenGL to fly the aircraft. I lost a few days dealing with this.

    That turned out to be a single if statement that got reversed deep in the mesh drawing code during one of the porting steps, resulting in some of the runway lights being replaced with random pieces of ... heck, I never figured out what the wrong mesh was, just that it came from some other unrelated part of the sim and changed as the camera moved. To make matters worse, the error only appeared on the Mac, so we couldn't use Windows OpenGL debugging tools to find the issue.

    The silver lining is that once we are all Vulkan/Metal, we'll have at least four separate debugging tools to go after bugs like this.

    We don't have measurements of performance yet; once we can sit in an aircraft in X-Plane running Metal or Vulkan, we can at least get some initial performance numbers.

    Source

    Tags: metal, vulkan, x-plane

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