One of the reasons why the X-Plane 9 betas have had so many more crash bugs than version 8 is that we introduced loading DSFs on a second core. This feature makes scenery loads much slower and (by using the second core) impacts fps less while they happen.
The problem is that I’m still fumbling with code that will allow this in all cases. (That would be three operating systems, two hardware vendors, and a myriad of drivers, some new, some quite prehistoric.)
Beta 22 will be out soon, and will contain the fourth major rewrite of the OpenGL setup code for X-Plane 9. So far the initial tests look good, but we never know until we let a lot of users try the code and find the new edge cases.
It’s relatively easy to tell if your instability is related to the use of OpenGL with threads: simply run the sim with the –no_threaded_ogl option. If things become a lot more stable, it’s a threaded GL problem. Mind you –no_threaded_ogl is more of a diagnostic than a workaround; without threaded OpenGL, the sim will pause when loading scenery.
(Also, to clarify, you’ll find talk on discussion groups and game forums about “threaded drivers”. Threads are a programming abstraction that can utilize multiple cores. What I am talking about is X-Plane using multiple threads to load scenery – in our case this requires interfacing with OpenGL. But a threaded driver is different – it’s just a graphics driver that’s been optimized for multcore machines. These two concepts are totally different; you don’t need a threaded driver to use X-Plane 9, and a threaded driver won’t make X-Plane 8 load without pauses.)