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Found 14 results

  1. /images/reviews/p3dvsxp/p3dvsxplane.jpg Prepar3D v5 vs X-Plane 11 VulkanBy Michael Hayward /images/reviews/p3dvsxp/t/p3d-vs-xplane-03.jpgIn recent weeks we have seen therelease of Prepar3D v5 being the next step of the Lockheed MartinESP-based platform, while Laminar Research has just released Vulkanonto X-Plane 11. With both platforms now looking to compete for thenext generation of flight simmers, I thought now would be a bettertime than ever to compare the two simulators to see which now standson top! I will be comparing both simulators without mods in their vanillaformat through a range of different factors. These are the range ofaircraft available, the quality of default aircraft, the worldwidescenery and sky environment of both platforms, the night environment,the simulator stability, the modality of both, flight dynamics andsystem requirements and optimisation for those that may not have thebeefiest of systems. A side note that a lot of this will be based on my own opinions.You may have some very different ideas which I would love to hear inthe comments! /images/reviews/p3dvsxp/t/p3d-vs-xplane-02.jpgDefault Aircraft VariationFirst, we will take a look at how many aircraft and variations bothplatforms come with. This section will not take into account thequality of each aircraft, just how many of each are available to flyfrom the get-go, the quantity you get for your money. X-Plane 11 comes with 20 aircraft, a glider and a helicopter foryou to fly at your pleasure for a total of 22 loadable vehicles. Thisis a nice number and gives you a full range from commercial to lightoptions. Prepar3D does however, give you a whole lot more! You may not get apassenger jetliner, but what you do get are 25 aircraft, 10helicopters, 3 avatars, 2 submarines and even a drone! That's a totalof 41 loadable vehicles and not just ones that fly! Prepar3D is soldas a much more in-depth training platform, so having this varietycertainly helps in giving you a choice. With twice the loadoutavailable, P3D gets the first point. /images/reviews/p3dvsxp/t/p3d-vs-xplane-15.jpgDefault Aircraft QualityNext, we will take a look at the quality of each aircraftset. Both are very strong contenders and have massive pros when itcomes to detailing. Both platforms feature aircraft with full 3Dcockpits and functional displays. X-Plane also has four commercial jetliners along with its fleet ofgeneral aviation and these are more than flyable with their cockpitsystems and functional FMS (based on the Boeing 737, but neutral towork on any plane of choice). The default Garmin G1000 is also highlydetailed, working as if it were the real thing through its series ofmenus and navigation options. You do however also get a load of olderaircraft, planes ported from X-Plane 9 and 10 which add variety andchoice, but then lack in system functionality. For the most part,X-Plane aircraft are well-built and you can fly far with them! /images/reviews/p3dvsxp/t/p3d-vs-xplane-04.jpgP3D also deserves a special mention of its quality, given that itspredecessor FSX generally saw aircraft that was certainly to bedesired. By introducing planes from leading third-party developers bydefault, it certainly gives it an edge. These aircraft are all verywell built with fantastic modelling inside and out. This gives you alot to play with when flying. Default aircraft in both simulators are really good and can beloads of fun to fly, and for this, I will share the point between bothplatforms in this round. Worldwide SceneryNow we start to look at the worldwide scenery that both simulatorsinclude. /images/reviews/p3dvsxp/t/p3d-vs-xplane-08.jpgPrepar3D uses a series of ground class tiles to determine theworldwide scenery below. This allows the simulator to generate a worldthat is similar to real life in terms of building density andlikeness, but does not follow real-world buildings and roadways barmajor highways. While this does look good from high altitude, up closeyou know you are not getting the real deal. The ground mesh is alsocreated to a high level, but nothing that shines outside of mountainranges and some coastlines. X-Plane takes data from OpenStreetMap to determine everything fromroadways to river locations and even individual houses! This is agreat way to recreate the world while keeping everything as close toauthentic as possible. The ground mesh is also of a higher resolution,meaning you can enjoy more details in hilly areas as well as a muchmore defined coastline. X-Plane also does a great job at scaling theworld, making a flight at 5,000 feet look like 5,000 feet, while P3Dmakes you look a lot lower than they are. Airports in X-Plane are alsomuch more up to date and look a lot better thanks to user input,rather than the database used by Prepar3D which is now over 18 yearsold at this point! XP also enjoys contoured non-flat runways. Laminar certainly runs away with this point! /images/reviews/p3dvsxp/t/p3d-vs-xplane-06.jpgSky EnvironmentNext up is the Sky Environment. While X-Plane does well insimulating the ground, the same can't be said for the skies, at leastin my opinion, but it is very close. One thing that I do like is how natural X-Plane looks. Colors areclose to real life and this makes scenes look realistic. Clouds, whilenot the best, create a volumetric feel when flying through coveredareas, even if it does kill a few of your frames. I'm not so keen onthe bloom however, especially in morning and evening periods. Here itcovers the ground in a murky blue layer, realistic to an extent, butcompletely kills any view of the ground. Colors in Prepar3D are a lot more vivid and certainly more screenshot friendly. The introduction of TrueSKY has also massively improvedthe sky with fully 3D volumetric clouds now filling the world,something we only saw once before in the cancelled Flight SimWorld. The way the sky interacts with the ground is far better in myopinion. It's for these reason, that I lean towards the P3Denvironment and give it the point. You may, however disagree with whatI have to think, so please do let me know in the comments below! /images/reviews/p3dvsxp/t/p3d-vs-xplane-01.jpg Night EnvironmentNight environment is always a fun one to compare, especially as P3Dintroduced 3D lighting, something FSX had missed out on before. Lockheed Martin's world is certainly dark, but the volumetriclighting from aircraft lights up anything in their path, and theresults are rather realistic...to an extent. Highways have cars thatlight up the road ahead and land class ground textures also havedynamic lights that fit within their tiles. It's a massive improvementfrom before and makes flying at night a lot more fun. X-Plane 11 however, is still the king of night flights. The way theworld lights up following real-world roads below, can only bedescribed as mesmerising. The world is dark with stars that follow thepositions of their real-world counterparts. Towns and cities fill theworld below with a variety of street lights, traffic lights, policecars and airport taxiways. Everything is dynamic too and will light upyour aircraft when flying close to the ground (there are also mirroreffects on reflective surfaces). To put it simply, you just won't findanything better on the market right now. X-Plane is the clear winner of this round! /images/reviews/p3dvsxp/t/p3d-vs-xplane-10.jpgSimulator StabilityBoth X-Plane 11 Vulkan and P3D v5 have seen massive jumps in theiroptimisation with P3D v5 especially improving on its CPU/GPU mix andRAM usage. P3D in previous versions was limited by a 12-year history of beinga 32-bit platform. By making the jump to 64-bit, it is now morestable, and has (to a large degree) minimised crashes. Whilst they arestill present, it's nothing like how it was before. It also now callsfor the GPU to be utilised as TrueSKY cloud rendering works with yourgraphics card rather than being piled on to the CPU. This has createda better system balance and ultimately takes the sky renderingworkload off of your processor giving it more room to simulate othersystems. /images/reviews/p3dvsxp/t/p3d-vs-xplane-09.jpgX-Plane 11 has enjoyed the benefit of being 64-bit from launch,with Laminar Research owning all of the source code. This means theirport to the higher bit system is a lot cleaner and therefore verystable. The Vulkan rendering engine is also a new feature implementedby Laminar which changes the way your system manages memory, spreadingthe workload across all of your cores and not just CPU core 0. OpenGLfalls for the trap of pushing everything onto your initial core whichas a result can lead to longer processing times and therefore a slowersimulator experience. By sharing the workload across multiple cores inVulkan, calculations can be made a lot faster and therefore less timeconsuming. With flight crashes mostly a thing of the past, albeit with a fewisolated cases, it is now safe to say that both simulators are ratherequal in allowing you to make a full eight-hour long flight withoutany sudden freezing or error messages. /images/reviews/p3dvsxp/t/p3d-vs-xplane-05.jpgSimulator ModabilityWhen it comes to mods, both simulators give you a lot to playwith. Both have a wide array of developers creating everything fromjetliners and GA aircraft, to scenery packs and utilities. X-Plane holds some very respectable developers in the likes ofToLiss, FlyJSim and FlightFactor to name just a few, while veteranssuch as Just Flight and Alabeo have also made the jump onto theplatform in recent times. Aircraft are of high quality and give you afair amount in the way of system fidelity and flight dynamics. Prepar3D however, does come out top with many respected developerssuch as Flight Sim Labs, Aerosoft and the study-level kingsthemselves, PMDG (Precision Manuals Development Group), sticking bythe simulator through thick and thin. In my opinion, Prepar3D comes out on top when it comes to modding,but compared to three years ago? Things are certainly a lot closernow. /images/reviews/p3dvsxp/t/p3d-vs-xplane-11.jpgFlight DynamicsNow we come on to flight dynamics. This is a much easier part tocompare given the massive differences between the two simulators. Prepar3D uses data tables to determine how an aircraft willfly. While it allows for realistic maximum capabilities, it does meanyour flight is not affected by any outside elements and on aircraftwhere this is poorly set, can feel like you're flying on rails. X-Plane uses something called Blade Element Theory which simulatesthe airflow around an aircraft. Here the wind and air moves over andaround the wings and body of your aircraft, reacting to flight as ifyou were in the real thing, or at least very close to it. My only real gripe is sometimes prop drift can feel a little tooexaggerated, but for the most part, flying in X-Plane is more dynamicthan P3D and always enjoyable. /images/reviews/p3dvsxp/t/p3d-vs-xplane-13.jpgSystem RequirementsHere we take a look at what kind of system it takes to run eachplatform. P3D is quite happy to run on a minimum of 4 GB of RAM and a further4 GB of video RAM, meaning you don't need a super up-to-date system torun it. Of course, this is not recommended, but it clearly shows thebenefit of running older software on equally old hardware.Unfortunately however, you are limited to Windows 10 due to its formerMicrosoft ties and the requirement of the all-new Direct X 12. /images/reviews/p3dvsxp/t/p3d-vs-xplane-12.jpgVulkan is the all-new rendering engine that has been introduced byLaminar Research for X-Plane 11.5. Here the new API helps balance outyour CPU and GPU usage while ensuring each core gets a shared amountof work, rather than depending on CPU Core 0. You can also get awaywith running it on less than 8 GB of RAM, and any Direct X 11 capablecard, with Vulkan being especially good to AMD cards, pushingperformance to a much higher and stable level. X-Plane is alsocompatible with OSX and Linux, allowing it to be a universalsimulator. X-Plane will certainly get the point for this round! SummaryOverall, things are certainly close between the two platforms! BothPrepar3D and X-Plane 11 have both come a very long ways since theirfirst release, with just about every update benefiting the widemajority of users. /images/reviews/p3dvsxp/t/p3d-vs-xplane-14.jpgWhen it comes to choosing what simulator is right for you, itultimately comes down to what you want to achieve. One person'sgeneral aviation setup may be a whole lot different to another'scommercial jet trekker. We also haven't mentioned other simulators onthe market too, such as DCS World, generally being agreed by all, asthe "go to sim" for warplanes and dogfighting. Things are also changing all the time with both platforms seeingupdates regularly, but with the pending release of an all-new platformsoon set to take the flight simulator world by storm, who knows wherethis comparison may draw out in six months time. /images/reviews/p3dvsxp/t/p3d-vs-xplane-07.jpgThe Technical BitX-Plane Minimum RequirementsOS X 10.11, Windows, Microsoft Windows 10, Linux Intel Core i3, i5, or i7 CPU with 2 or more cores, or AMD equivalent8 GB RAMDirectX 11-capable video card from NVIDIA, AMD or Intel with at least 1 GB VRAMPrepar3D v5 Minimum RequirementsMicrosoft Windows 10Quad-Core @ 3.0 GHz4 GB RAMDirectX 12-capable video card from NVIDIA, AMD or Intel with at least 4 GB VRAMReview PC SpecWindows 10 Professional6th Generation Intel® Core™ i7 6700K Processor16 GB RAMNVIDIA® GeForce® GTX 1660X-Plane 11 Web Site Prepar3D Web Site
  2. Flying with MD-80 v1.43r3 in The Florida Keys Marathon using the new Vulkan/Metal API available with X-Plane 11.50b4. Aircraft by Rotate and Florida SD scenery by ORBX Simulation Systems.
  3. /images/notams/notams20/vulk0420.jpgMichael Brown / XForcePC has done some performance testing on the latestX-Plane 11.50 beta 4 to try and see how well Vulkan is using the multiplecores available in modern processors. Bottom line is that the softwarecould still take better advantage of the hardware resources available.Watch the video for the details:
  4. X-PLANE 11.50 | More FPS with Vulkan without high-end processor?
  5. /images/notams/notams20/vulk0415.jpgThe Linux blog Phoronix has tested X-Plane 11.50 (using Vulkan)with over twenty different GPUs and shared their results here: X-Plane 11 Flight Simulator With Vulkan Performing Very Well OnLinux - NVIDIA/AMD OpenGL vs. Vulkan Benchmarks - Phoronix. Last week the X-Plane 11.50 beta was released with its long awaitedVulkan renderer to complement its mature OpenGL rendering code. Sincethen we've been busy benchmarking with 23 different graphics cards ofAMD Radeon and NVIDIA GeForce line-ups while running Ubuntu Linux andcomparing the OpenGL vs. Vulkan rendering performance for thisrealistic flight simulator. More...
  6. /images/notams/notams20/vsky0406.jpgVSKYLABS Fleet Pilots! X-Plane 11.50b1 (Beta-1) was justreleased. The entire VSKYLABS aircraft and helicopter fleet is *Goodto GO* with the new X-Plane 11.50 Vulkan environment, as long as yourPC specs are within the operating system and GPU requirements forVulkan, specified in here: X-Plane 11.50 Public Beta 1: Vulkan and Metal Are Here | X-Plane Developer X-Plane public beta program is intended for testing...so...it ishighly recommended, however, to backup your stable X-Planeinstallation, in case of trying/updating to the beta version, asX-Plane 11.50b1 is a Beta version, intended for testing and bythat it is prone to instabilities and other various bugs and/orissues. It is also recommended to read these important notes about X-Plane11.50b1: Some Quick Notes on the First Vulkan/Metal Beta | X-Plane Developer The VSKYLABS projects for X-Plane 11 are designed for ultimate VRexperience...and the experience has got even better with the newX-Plane's Vulkan related performance improvements! Source
  7. /images/notams/notams19/xpla0830.jpgAfter what has seemed like an eternity, Ben Supnik over at X-Plane,has posted an update on their move to Vulkan: For the last few weeks we've had the Vulkan/Metal version ofX-Plane in a private test program with third party developers, lettingthem kick the tires to discover the limits and bugs in our plugincompatibility code. While the initial bridge to connect OpenGL-based plugins to X-Planeworked pretty well, compatibility wasn't perfect and we had a fewbugs. We also realized that we needed to change the design of thatbridge to get much better compatibility. That rework of the bridge isnow done and things are looking quite a bit better on all fronts. We found one unexpected result from this redesign: when we finishedrewriting the bridge, we ended up with code that could, in the case ofVulkan only, be used for 3-d drawing. This means we can now supportOpenGL-based weather/cloud plugins from inside a Vulkan render, whichwe did not think was possible before. The Skymaxx and xEnviro developers are in our private test programand have been great about jumping on new builds while remaining radiosilent while we test this new tech. I am pleased to now be able tosay: it works! These pics are a special build of SkyMaxx running in 11.50 inVulkan mode. No more having to pick - you can have your third partyclouds and Vulkan at the same time. /images/notams/notams20/lami0217/vulkan-01.jpg /images/notams/notams20/lami0217/vulkan-02.jpg /images/notams/notams20/lami0217/vulkan-03.jpgSource
  8. /images/notams/notams20/infi0123.jpgWe're embarking on a mission to update some of the core codebasethat makes up our app; something we're calling ProjectMetal. Infinite Flight is standing the test of time, and we willcontinue to build on it and improve. To do this, sometimes it'snecessary to say 'out with the old'. This is what we're doing now,and here's why. The BackstoryThose of you that haven't devoured our various developer interviewsmight not know that Infinite Flight was originally developed forWindows Phone in 2011. There are a few reasons why we decided totarget Windows Phone, but mainly it was because we were more familiarwith the Microsoft development environment back in those days. Thismade it easier to ship the first version quickly. On Windows Phone, we used XNA as our graphics API, since this wasthe only choice. XNA was a framework that allowed game developers totarget Windows PC, Windows Phone, and Xbox with minimum codechanges. Yes, we had a development version of IF running on an Xbox360! Unfortunately, XNA was deprecated and not long after, so wasWindows Phone. Thankfully, we started working on an iOS version sometime beforethat, but in order to not have to recode everything, we used MonoGamewhich is an XNA implementation for many platforms. On iOS (andAndroid), MonoGame uses OpenGL ES as the low-level graphics API. Here's Where We Are NowUnfortunately (again), OpenGL ES has been deprecated on iOS devicesand Apple recommends using Metal; a more modern low-level graphicsAPI. OpenGL ES still works but it is stuck at an old version withlimited features and there is no telling if it will continue workingindefinitely (deprecating things is Apple's favorite). There are many features we want to do in Infinite Flight that arevery complex to implement with the limited feature set we are stuckwith. The only way for us to move forward is to overhaul our renderingbackend to be able to take advantage of the newer graphics APIs (Metalon iOS and Vulkan on Android). This is a pretty complex task that requires a lot of engineeringtime and won't result in any immediate visual benefit to theend-user. If all goes well, you won't notice anything! The mainbenefit will be performance; Metal and Vulkan are much more"low-level" than OpenGL ES, meaning they have less processing overheadand are more predictable. This should result in us seeing better framerates and fewer "stutters" overall. Another benefit will be that itwill unlock many possibilities for our developers to implement somecool new features. Some features we'd like to implement but have been eitherimpossible or too performance-inhibitive are things like: Dynamic lighting: the ability to have aircraft lights (airportlights, and more) illuminate the environment dynamicallyImproved aircraft shading that takes into account light comingfrom the environment around itRealtime shadowsVolumetric effects like dense 3d clouds and better fogTexture streaming improvements to allow more visible aircraft inmultiplayerOf course, an update like Project Metal isn't trivial. A lot ofwork is going on behind the scenes to make this happen. Our developersare hard at work laying the groundwork for the move to these updatedgraphics APIs. It doesn't mean other work is being abandoned. Work onthe B777-200 is moving along at a great pace, as is work onimplementing clouds. Ultimately these changes are great news for Infinite Flight users,even if they aren't immediately visible. As always, we will keep youupdated as we go along. Source
  9. /images/notams/notams19/xpla0830.jpgOne thing I have learned during my time here in the matrix is thatusers often find new bugs to be significantly more annoying thanexisting ones; trading an existing bug for a new one is often seen asa big step backward, even if the new bug isn't that bad. I think thisis just human nature – we get used to things – it's what humans do –and this takes the sting off of some bugs that have been around awhile. I bring this up to put in context the problem of texture paging,blurry textures, and VRAM management in 11.50. To understand whatmakes VRAM paging hard, you have to understand how the OpenGL driversolved the problem, and ask yourself: what was the old bug, what isthe new bug? Continue reading...
  10. /images/notams/notams19/xpla0830.jpgVulkan and Metal: Testing and Bug FightingLast week we sent out our first build of the Vulkan/Metal readyX-Plane (which will be version 11.50) to an external sight, and lastnight we sent out the first private beta. Our plan is to move to an open public beta soon once we have somefeedback on how well the build is working. When that is will depend onthe bug reports; I'm crossing my fingers. How It WorksIn X-Plane 11.50, there is a check-box in the rendering settingsthat enables Vulkan or Metal; you'll have to restart for the change totake effect. If the sim crashes really early (e.g. before the mainmenu) it will revert to OpenGL to keep you from getting "locked out"but random crashes while flying won't do this. There are also commandline overrides to control the driver for people running performancetesting scenarios. I should also mention that we've changed what the reflectionsslider does - it's now like X-Plane 10 and does not attempt to updatethe environment cubemaps in real-time. (If you really like flying at 5fps, you can re-enable this in settings.txt - the underlying tech hasnot been removed.) What we have found over the last few years is that users will dragevery slider all the way to the right, and then be surprised that thesim has poor performance. While I have in the past dismissivelyclaimed that they are doing it wrong ("don't put every topping on yourpizza") the inevitable truth is that we are violating an industry UInorm by having the highest possible settings run beyond the scope ofthe fastest possible computers our users can get their hands on. Now that we have Vulkan and Metal running, we can make somejudgments about what will and won't be real-time. Full scenery shadowsare still available and are helped by the Vulkan and Metal driver; adecent machine should be able to run full autogen + scenery shadows at30 fps. The Vulkan and Metal back-ends change their approach to running outof VRAM. With the OpenGL driver, when VRAM is exhausted, textures aremoved to system memory, and the application stutters while the drivermakes this mad last-minute shuffle. When running with Metal and Vulkan, X-Plane will reduce theresolution of your textures while you fly, in the background, withoutstutters, preferring to reduce resolution on textures that are notbeing used right now. The result should be smoother and generally lessdisruptive. You can still lower the overall texture resolution tobetter fit your card's budget. This new "on the fly paging" isa€_well, it's completely new,and I suspect it will need a lot of debugging during beta. It's anarea where we just need to collect use-case data to better tune thealgorithm. X-Plane 11.50 no longer allows for uncompressed textures - if a DDSis present on disk, we will use it. I have to recommend texturecompression in the strongest possible terms; while the artifacts areannoying, when we turn it off, everything looks worse due to the VRAMpressure - uncompressed just isn't a good way to use our VRAMbudget. Pre-compress your textures for best results! Next StepsAt this point the only thing left to do is fix bugs, some of whichare still open even as the private beta goes out. We will move topublic beta once we have something where we think the initialexperience isn't a blue screen and tears. Source
  11. /images/notams/notams19/xpla0911.jpgThis post has been on my todo list for a while - long enough thatX-Plane 11.40 came out before I had time to write up a post saying"X-Plane 11.40" is coming. But just to put 11.40 into context, here'swhat our patch roadmap looks like for X-Plane 11 this year. All Physics All the TimeX-Plane 11.40 is a physics release. Almost all of the changes inX-Plane 11.40 come from Austin's work on the physics engine over thelast six months. This is a new approach for us. In the past, whenwe've updated the physics or systems, it would be in a giant "omnibus"release, where everybody's latest code went out at once (e.g. X-Plane11.10). The problem with the omnibus releases is that they would takeforever to get debugged. With so many people changing so many things,we never knew what had gone wrong when a bug report came in. And withall of the code changed, we had to investigate every single bug reportcarefully (no matter how unlikely or vague the report) becauseanything could have been broken. So far, at risk of jinxing the beta, it appears that thephysics-only approach is working a lot better. It has been quicker tofind bugs when they are reported, and the overall level of crazy is alot lower than in past releases. NaNNaNNaNNaNNaNaNNaN Batman!There aren't many open bugs left in the 11.40 beta, but oneparticular bug has caused the beta count to run up: we were seeingcrashes due to NaNs in the flight model. NaN stands for Not A Number, and it's what you get when you havedivide-by-zeros run amok in the physics. To catch them, we've turnedon a lot of auditing code and we've been collecting automatic crashreports. At risk of jinxing it, I think Austin has fixed one of thetwo root causes in beta 8. We are going to keep chasing them until theother one is fixed, then turn down the checks once we're done. So wemay make it to beta nine or ten and we may have another week with twobetas; the high tempo is just to get more checks in fast. Experimental PhysicsThere have been a number of questions in the comments on the stateof the experimental flight model, so I want to clarify how it worksand what is happening in 11.40. Normally, new X-Plane features get beta tested during the beta ofan X-Plane patch. This means we have somewhere between two and eightweeks to debug the feature and get it ready to ship. Once it ships, ifwe change the feature, we have to consider how this would affectauthors using the feature and whether it would screw up theiradd-ons. That's not a lot of time to debug! In particular, it's really notenough time for the flight model, where people need months just todevelop the aircraft and measure the performance to get usfeedback. The experimental flight model is basically a giant year-long openbeta of a future revision of the flight model that hasn't shippedyet. By checking the "experimental FM" box, you're getting to betatest the flight model of the future, now. By keeping the experimentalflight model as an experiment for so long, this frees Austin up tosimply fix bugs and improve it, as opposed to worrying how the X-Plane11.40 experimental FM changes will affect X-Plane 11.30 users. To be clear: there is no attempt at backward compatibility betweenthe experimental flight model from one sim version to another! Thegoal is to have the experimental flight model not interfere with the"normal" flight model at all. Physics changes in 11.40 fall into two broad categories: Simulation changes that can change how an aircraft flies, improvingthe accuracy of X-Plane's predictions about the airframe. An exampleof this is the delay in wash propagation from the prop to the tail ofthe aircraft. This makes the aircraft more stable, but may change howit flies; an author might have added artificial stability or reducedcontrol surface efficacy to work around the lack of this feature inthe past, and these work-arounds would be inappropriate with the new,more accurate physics. Simulations that change how the aircraft flies in unusualcircumstances that you can't tune your aircraft to. Examples of thisinclude stalls and wake turbulence. There isn't going to be a bookvalue for the effect, so all we can do is try to produce the most saneresults given an aircraft that simulates properly in regularflight. Features in the first category require the experimental flightmodel to be enabled, while the second category of features is alwayson. At some point in the future, the experimental flight model willbecome the flight model for X-Plane, but we are not there yet, and weare not planning to do this as part of making X-Plane 11.40 final. Third Party AircraftIf you develop a third party aircraft, you need to test it nowagainst both the experimental and non-experimental flight model. If thenon-experimental flight model doesn't fly the same as 11.36, pleasefile a bug, and please provide flight testing details. For theexperimental flight model, you may see book numbers change a littlebit; the real question is whether the overall physics response isbetter or worse. Vulkan and MetalX-Plane 11.50 will be the next major patch once X-Plane 11.40 isout of beta, and it will feature Vulkan and Metal support. The marketing guys showed the Vulkan build of X-Plane live atCosford last week; that build did not have any support for texturepaging. Since then, Sidney has a basic texture paging implementationrunning, so hopefully we're in good shape to get this into developer'shands after 11.40. Our expectation for add-on compatibility is: Add-ons doing supported things, like 2-d panel drawing and UIshould just work in Vulkan and Metal - we'll take bug reports to fixcompatibility issues.Add-ons doing unsupported things won't work in Vulkan and Metal atall. Your 3-d drawing callback won't be called, or your attempt tograb internal GL resources will just fail (because none of ourresources are GL).X-Plane running under OpenGL should "just work" for pretty muchevery add-on, including ones doing sketchy things, and should befaster than 11.40 but not as fast as Vulkan or Metal.I expect the Vulkan beta to be a relatively long one. We want it tostart this year, but it probably won't end this year, and my guess isthat initially Vulkan will be fantastic for some users and will crashfor others. During the beta we'll gain useful information about howwell Vulkan works "in the field" for different cards and drivers. One reason I am looking forward to the Vulkan beta: we now havetremendous visibility into what the rendering engine and driver aredoing. With OpenGL, the driver was often a black box. We still getreports of "the 3-d mouse in VR make my machine really slow" andfrankly, we may never know why this happens to just some users and notothers with the same hardware, drivers, and version of X-Plane. With Vulkan and Metal it is going to be different. A lot more ofthe graphics work happens inside X-Plane, and the work that happensinside the driver is much more predictable, bounded, and can be viewedvia modern profiling tools. So while we will have a lot of debugging to do based on userfeedback, it should be straightforward to get the information we needto really make the Vulkan renderer scream. After VulkanIt's a little too soon to discuss what comes after Vulkan, but Ican say this: for almost two years now, Sidney and I have beenrewriting the rendering engine with a rather strange goal: performanceand predictability, but with the same visual output. So anything thatlooked ugly on the screen is supposed to keep looking ugly. Vulkan wasa change of the how but not the what of our rendering engine. Once Vulkan is out the door, that all changes. We have a number offundamental changes we want to make to how we deal with light, withthe atmosphere, with color, and with organizing our frame. Once wehave Vulkan, we get to use it as our foundation for what comesnext. Source
  12. /images/notams/notams19/xpla0830.jpgBring on the Vulkan! One of our big considerations in this port ismaintaining compatibility for complex 3rd party aircraft. And it'sworking! Here are some screen shots from a recent Melbourne to Sydney flightflying the unmodified ToLiss A319 in Vulkan. The aircraft systems weredrawn by OpenGL while the rest of the sim is running Vulkan. Thatrepresents some code Kung Fu but our team was up to the task! Sidney's comment after landing: "The flight was buttery smooth. Nostutter at any point." That's what we love to hear! Source
  13. /images/logos/xplane11-650x520.jpgSince my last Vulkan update, we now have the full sim runningnatively with Vulkan and Metal! There is still a pretty big list ofrandom things turned off or bypassed to make this happen, but we canfly in the cockpit and use the sim. Here's some stuff that is now working: Using regular and HDR rendering, and SSAO on Metal.Flying with Vulkan on AMD, NVidia, and Intel drivers.Hardware stereo rendering on OS X - this never existed before Metal because the Mac GL drivers didn't support it. Hardware stereo rendering is necessary for VR support.MSAA on Metal - with the restructuring of our code, you'll be able to change MSAA settings without restarting. I don't know if this code works on Vulkan right now; it might.Here's some stuff that does not work yet: Plugins are bypassed right now. We have not yet written the plugin-OpenGL-interop layer.VR only works when using OpenGL as the driver; we need to write some new VR code to pass Metal and Vulkan frames directly to the OVR and Rift APIs.Screenshots/Movie capture are a work in progress - that's what I've been working on this week.We still have a number of visual bugs, so screen shots are animportant feature so we can run our automated test system. The testsystem takes hundreds of screen shots of the sim in manyconfigurations and compares them to 11.30 to catch bugs introduced bythe new Vulkan and Metal back-ends. Clearly I'll have to fix my colorproblems first. One fun aspect of this port: Metal and Vulkan copy Direct3D'sconvention where the viewport Y axis points down and not up. Thisresulted in a whole series of weird "it's upside-down again" bugs,most of which have been fixed. The world is drawn correctly but the atmosphere around it is upside down. We should have some performance numbers to post next week; rightnow our primary focus is fixing bugs, particularly bugs that bring thewhole machine down. Source
  14. /images/logos/xplane11-650x520.jpgJust a quick update on our progress with Vulkan and Metal. We lastspoke about this on the live feed a few weeks ago, but we're a littlefurther 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 allrendering passes to the new code, so we don't have to go throughOpenGL to fly the aircraft. I lost a few days dealing with this. That turned out to be a single if statement that got reversed deepin the mesh drawing code during one of the porting steps, resulting insome of the runway lights being replaced with random pieces of... heck, I never figured out what the wrong mesh was, just that itcame from some other unrelated part of the sim and changed as thecamera moved. To make matters worse, the error only appeared on theMac, so we couldn't use Windows OpenGL debugging tools to find theissue. The silver lining is that once we are all Vulkan/Metal, we'll haveat least four separate debugging tools to go after bugs like this. We don't have measurements of performance yet; once we can sit inan aircraft in X-Plane running Metal or Vulkan, we can at least getsome initial performance numbers. Source
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