Some Notes on X-Plane 11’s System Requirements

We posted the system requirements for X-Plane 11 today. Here’re a few notes on the requirements for X-Plane 11.

64-Bit Only

This should be a surprise to no one: X-Plane 11 will be 64-bit only. Add-ons have already gone 64-bit only, over 90% of our user base is already running 64-bit operating systems, and we need 64-bit to be able to utilize the RAM that we need and everyone already has.

Windows: No More XP or Vista

For Windows, we are dropping XP and Vista support and requiring Windows 7 or newer. XP has been end-of-lifed by Microsoft for a while and is therefore not safe to use (due to a lack of security updates).

OS X: Yosemite and Newer

For OS X, we are dropping a number of OS X versions and requiring Yosemite (10.10) or higher. Apple has increased the tempo for OS releases in the last few years, and they don’t provide new drivers to old operating systems, so we are pre-emptively cutting down the set of supported operating systems to cut down the number of different 3-d drivers we have to test.

Linux: Proprietary Drivers Required

On Linux, we will continue to support only the proprietary 3-d drivers from AMD and NVidia; these drivers use the same OpenGL stack, so they let us support Linux without the cost of additional 3-d driver testing. We don’t officially support the Mesa/Gallium stack for Intel GPUs, but X-Plane Linux users have done a bunch of work to make this unofficially work, and we do our best to not undo their work.

Graphics Cards

We’re setting the minimum graphics card at the AMD HD 5000-series line for the red team and the GeForce 400-series for the green team. This ensures that we only support cards with reasonably current drivers, DX11-class capabilities, etc. For Intel, you’ll need at least an HD2000 series or newer; figuring out your Intel motherboard graphics is really tricky because their numbering scheme is crazy, but if you don’t have at least some kind of “HD” graphics, you definitely can’t run.

We recommend a newer graphics card, e.g. at least from the DX12 or newer generations. When it comes to graphics, basically more is more, so whether you need a Titan or Fury or similarly monstrous card depends on things like how big your monitor is.

CPU

CPU requirements are the messiest part of the spec and the source of most of our internal discussion. Simply put, there really aren’t good ways for us to simply state what CPU is going to work well or not with X-Plane. X-Plane itself has a huge range of CPU uses based on configuration, and CPUs have a huge range of actual performance that can be hard to predict from some of the simple headline numbers. Clock rate is absolutely not indicative of performance, nor is core count.

A recommended system is pretty simple: we recommend the Intel i5 6600K, which is the current top-speed gamer targeted i5. You can go lower or older and lose significant performance, or you can go faster and really start to pay a lot more money. If you want to invest in 8 Xeon cores, it may help… but we aren’t going to go tell you to spend that kind of money for a little more performance.

Practical Recommendations

Here are my practical recommendations for X-Plane 11:

  • If your machine is just barely getting by with X-Plane 10 at the lowest settings, and those hardware requirements seem high because your machine was built several years ago, you may need to upgrade for X-Plane 11. In this case, it could be a good time to upgrade OS and multiple components.
  • If your machine runs X-Plane 10 well, it will almost certainly run X-Plane 11 in some form, with the exception of the very oldest graphics cards. (If you have one of those, I would say your definition for ‘run well’ is a lot lower than mine is.)
  • If you need to purchase new hardware, I strongly recommend running X-Plane 11 on your existing hardware first and examining performance of the demo (when available) to see where you’ll need to upgrade.

Real hardware performance is hugely varied by what you are doing and your particular system components, so trying the demo will tell you more than we can hope to figure out from specs.

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Developer Blooper Reel: Water World

Now that we have announced X-Plane 11, I can finally post goofy screenshots and videos from v11 development. Sometimes a bug makes delightfully goofy results, and Austin liked this one so much he wanted me to share it.

I am working on 3-d water for X-Plane 11 – we have a working prototype, but I am not sure if this will make the shipping 11.0 product; it still has a lot of bugs and rough edges.

Traditionally in X-Plane if you don’t have terrain installed, you just get water. This isn’t really an intentional design decision; we just defined “no DSF” as “all water” so that we could avoid shipping DSFs for the huge chunk of the Earth’s surface that is covered with ocean.

But we always have airport data, so in X-Plane you would get an airport floating in the middle of the water! While this was completely goofy and is a huge source of tech support calls (which is why X-Plane 10.50 now offers to install scenery whenever you hit this case) you could, if you really wanted to, land at this water-world airport.

Until now. Now that the water is 3-d, the peaks of the waves actually cover the 3-d buildings and make the entire airport as usable as…well, as it really would be if built in the middle of the ocean.

(This is about the point in the post where I would insert a snarky climate change comment, but I’ll let XKCD do the talking.)

Scenery developers might wonder: why is it that when the water level falls the runway lights and signs are revealed – but where is the pavement? The answer is in the comments.

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X-Plane 10.51 Released

X-Plane 10.51 has now been officially released; you’ll be prompted to auto-update.  10.51 fixes a few bugs in 10.50 and updates the global airports.

There is one bug we are still tracking: a number of professional customers have reported worse external-visual tracking with 10.51 than with 10.45. If you see this on your setup, please file a bug; we are working with these pro customers individually to test possible fixes.

(We can’t easily reproduce this bug because the performance characteristics of multi-machine setups are very particular to the specific machines, rendering settings, and networking hardware involved.)

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X-Plane 10.51r2 is Up

The second release candidate of X-Plane 10.51 is up – I’m hoping this will be our final X-Plane 10.51. build. If you are having problems with 10.50, please use the installer with “gea betas” to get 10.51, then report a bug if you still have problems.

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WorldEditor 1.5.1 Released

WED 1.5.1 is now out – this is a quick bug fix patch to 1.5. Besides fixing a bug where the downloadable preview packs from the gateway were missing static aircraft info, there’s a nice usability enhancement:

When a polygon fails validation due to a zero length side (two adjacent nodes on top of each other) the validation command selects the second vertex in each pair. Just hit the delete key once and your polygon is fixed!  (Thanks to Michael for submitting the patch to this.)

We already have some working WED code to support X-Plane 11’s dynamic ground vehicles; Ted is working on it and we’ll get it moved to the public servers at some point. I am aiming to have WED in public beta condition by the time X-Plane 11 ships.

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This One Goes Up To 11

Austin and I are back from Cosford (thanks to Scott, Richard and the JustFlight team for hosting us!) , and the cat is out of the bag: X-Plane 11 is coming this year. Austin and I gave a presentation on some of what’s coming in v11, and it’s up on Youtube.

https://www.youtube.com/watch?v=pPyydyyu3zE

Because of the size of the auditorium, we actually gave this talk twice; I believe this video was taken from the first talk, but there may be video of the second floating around. The content is not quite the same; in particular the Q & A went in separate directions.

Over the next week or two I will post some useful information about v11 for third party developers.

In the meantime: please do not email me asking for early beta access.  We will be doing a beta program, and like X-Plane 10, we will try to get third party developers some early access to X-Plane 11 so that we can collect compatibility information and they can get oriented on how to update their aircraft.

But for now, please wait. Please do not post comments asking to be in the beta program. Right now my in-box is flooded and we’re not quite ready to triage these requests.

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WorldEditor 1.5 Released

WorldEditor 1.5 release candidate three is now the official WED build; you will need to use it to upload to the gateway, and you can now upload WED 1.5 projects to the gateway.

WorldEditor 1.5 supports the new static parking and ATC features of X-Plane 10.50, and adds a visual taxi sign editor. WED can be downloaded here and has full release notes with the app.

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10.51r1 Available for Beta Download

You can get X-Plane 10.51r1 by running the installer, picking update, and checking “get betas”. Here’s a full bug fix list.

10.51 brings in a bunch of airports from the gateway that were built with WED 1.4.1 during the 10.50 beta process. It also has a few key fixes:

  • If your aircraft’s airfoils have goofy values, it’s an error but you can still fly the plane.
  • External visuals should be smoother when rolling the plane.
  • Various window positioning and mouse clicking bugs are fixed.
  • No more “colocated points” errors for ATC routes ending at ramps.
  • Turbulence reduced when using real weather.
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WorldEditor 1.5 – Third Time’s A Charm (I Hope)

WorldEditor 1.5 release candidate three is posted. Hopefully this one is a keeper. The show-stopping bug was: the error margin for near-but-not-connected taxi routes was too large, causing it to incorrectly flag parallel parking spots for aircraft. Two other minor bug fixes went in too.

If you find a bug in the release candidate, please report one ASAP on the X-Plane Scenery Gateway bug reporter.

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WorldEditor 1.5, Release Candidate Two – Crash Fix

I just posted WED 1.5 release candidate 2. If you grabbed RC1 and hit the crash on export on Windows, please grab this ASAP and file a bug if your crash is not fixed. Of the four or five crash reports I received, two contained reproduction materials and both were the same bug – a crash when exporting a ramp position with no airliners, Windows only. This is now fixed.

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