X-Plane 11.50 has been out for a little bit more than 24 hours, and things have been a little bit nuts. Here are a few quick notes, in no particular order.
Bug Fixes and Work Arounds
While I don’t have work-arounds for the missing right eye in VR or older NVidia cards that won’t run in Vulkan, the good news is that we have fixes for these already. We are going to start testing beta two on Monday and try to get the fixes we have out as soon as possible. While we don’t have every major reported bug fixed, beta two should make a real difference.
Users who can’t start and have SLI setups: disable SLI in the Nvidia control panel and you will be able to run Vulkan. We are still investigating this – our goal is a bug fix so you don’t need to turn SLI off. (We do not expect X-Plane to leverage both cards – we expect it to run without failing.)
Finally, one thing I should have mentioned in the announcement: if you have scripts that modify art controls, please remove them, and don’t put them back.
The art controls are undocumented and subject to change, and they have changed a lot since X-Plane 11.41. Realistically the authors of these tweak scripts need to go back and re-evaluate every one of their tweaks in 11.50 to see if they actually help or are actually making things worse.
This is not like plugins or scenery; we tell you to get a second installation for the beta not because we want you to run add-on free but rather so that if the beta fails you are not locked out of X-Plane. We expect add-ons to work and we are taking plugin, scenery and aircraft bugs seriously.
By comparison, the art controls are “do what you want, but you void the warranty if you mess with this.” If you are running scripts that hack the art controls, we cannot tell the difference between real bugs in the early betas and art controls screwing things up.
The Road Map For Betas
Looking over the bug reports we have received, I think we are going to take on the 11.50 bugs in three phases:
- Stability and compatibility. We’ll start by making sure that we run Vulkan and Metal on every platform that should be able to run them, with add-ons just working in the cases where we expect them to. We’ll start by focusing on fixing crashes, black screens, device lost, unstable plugins, etc.
- VRAM use. We’ve received a number of reports that make it sound like VRAM management is not working properly. Once we can run, we’ll dig into blurry textures, running out of VRAM, etc. Sidney has built some great tools to get a good picture of how VRAM is being managed. VRAM management is one of the newest and most complex parts of 11.50 so it isn’t surprising that we’ve seen things that look buggy.
- Performance. Once we are running where we should and using VRAM that we should, we can look at the cases where users are not seeing performance benefits from Metal and Vulkan, as well as remaining stutters. Once again, Sidney has built some fantastic tools that should help us dig into this quite efficiently.
This is the only order that we can reasonably approach the bugs. If the app won’t run on all qualifying hardware, we can’t test our VRAM use everywhere, and if our VRAM use isn’t correct, it can bias performance testing.