It’s been a while since I have posted about what the team is working on, and given all that has happened in the last few weeks, it feels like a million years. Here’s a run-down of…stuff.
X-Plane 11: Beta Time
Today we are putting out X-Plane 11.51 beta 1. This is a bug-fix patch for X-Plane 11.50 with a handful of random fixes that we have accumulated over the last few weeks. Release notes here. You will not be auto-notified of this beta–you have to pick it in the installer if you really want it.
I expect the beta to be relatively short, as we’re just trying to put out fixes for things we’ve found since we’ve shipped 11.50, improve diagnostics, reduce crashes, etc.
11.50 beta 1 does not have new Gateway airports. We’ll include them very soon–probably in beta 2–we had a few last minute snags, so I pulled them out of beta 1 to avoid delay.
Road Map: Graphics and Performance
X-Plane 11.50 represents the first step in our long term performance road map: moving to modern, low overhead, high-performance rendering APIs. These APIs are multi-core friendly; for X-Plane 11.50 this results in better overall FPS and smoother performance, but only an incremental increase in multi-core use.
One stealth performance feature in X-Plane 11.50: plugin object instancing. X-Plane has had an instanced drawing API for several years now, but with 11.50 we saw widespread plugin adoption. This is going to be very important for performance going forward; the instancing APIs are designed for efficiency, particularly in a multicore environment.
We have now switched gears and we are working on new features in the engine itself, e.g. we are working on what we draw and not so much how we draw it. In other words, we are working on graphic enhancements, new features, etc.
The new features are, as they are being coded, already taking advantages of new tech made possible by Vulkan and Metal, e.g. GPU compute kernels, GPU-based culling, etc.
Once we finish rendering features, we can pivot back to performance and push hard on multicore. The next multicore goal is to be able to render multiple views in parallel using multiple cores. Parallel rendering has several benefits:
- An X-Plane frame often has sub-views rendered to form the main view (e.g. shadows, water reflections, cube maps, in-cockpit cameras, etc.). Any concurrency we expose makes the sim faster in these scenarios, and they are common.
- Right now while multi-monitor is possible with X-Plane, it is very expensive performance-wise. Having a frame that can be farmed out to multiple cores would make multi-monitor less of a performance hit.
Note that multi-core multi-monitor would still be single GPU, and it would be a win because right now CPU time limits multi-monitor setups.
What about multiple GPUs? That’s something we’ll have to look at after we have multicore on the CPU–without it second GPU support doesn’t help.
Big Sur & the Mac
There’s been a lot of Apple news this week that’ll have to wait for a separate post. We recommend waiting on Big Sur for a few days until we’ve had a chance to test it a bit. Hopefully that’s an easy ask, as right now the download servers appear to be overloaded.