At this point the only thing holding up a public beta of 10.10 is, well, me. I am currently working on a set of related aircraft rendering bugs, and as soon as I can get the car off of jacks, we can go beta.
One of my goals or 10.10 is to close out the issues that stop payware authors from releasing final conversions of their aircraft to 10.10. By final, I mean conversions that won’t need any additional future editing. Right now X-Plane 10.05r1 has a few bugs that cause v10 to look different from v9, different depending on rendering settings, or just wrong. I want to fix those problems in a permanent manner so that authors can release aircraft and not worry about having to update.
Here are my goals for 10.10, roughly in priority order:
- Rendering should be consistent from X-Plane 10.10 onward through the rest of the v10 version run.
- Rendering should be consistent between HDR and non-HDR mode. Authors should not have to create two versions of textures where the HDR and non-HDRs offer the same capabilities. (In other words, while you might have to make two textures to bake lights when in non-HDR mode, you shouldn’t have to make two textures to correct for differences in color-correction between the two renderers.)
- Where possible, non-HDR mode should match X-Plane 9.
The switch of priority between item 2 and 3 is a fundamental change in priority from what I originally intended for X-Plane 10.
Originally I thought that the best thing to do would be to keep non-HDR rendering as close to v9 as possible, so that at least content would look correct with HDR off.
My new thinking for 10.10 is that we should aim for consistency between HDR and non-HDR modes. Realistically, an author is going to have to make at least a few adjustments in moving v9 content to v10; better to have the cost of rendering engine changes be borne out in a v9->v10 upgrade than to have every v10 airplane require double authoring to cope with HDR vs. non-HDR differences. In the long term, it’s best to not have v9 haunt v10 like a ghost years after authors are making exclusive v10 content.
Why is HDR Mode So Weird
This begs the question: why is HDR rendering so weird? Why does it look different from non-HDR rendering, and why doesn’t it look the same as v9? What did you guys do?
There are a number of changes to how we render in X-Plane 10, some specific to HDR rendering, and some sim-wide.
- The entire sim now works with a linear lighting equation. Basically when the sim performs lighting calculations on the GPU, it thinks in terms of photons and not colors, which produces more realistic results in most cases. With lots of light sources, linear lighting is absolutely necessary for combining those lights.
- The order of rendering operations is very different between HDR and non-HDR mode, and the formats that they render into (24-bit RGB vs. floating point, etc.) are very different. HDR is fundamentally a two-pass format.
X-Plane maintains two separate rendering paths for HDR vs. non-HDR and they are quite different in both what happens at each stage and when the stages occur.
Fixing some of the authoring bugs has required further changing the HDR pipeline to allow for correct rendering. The up-side of this change in pipeline is that the new one supports better HDR tone mapping and possibly even better fill rate performance. The down-side is that it’s a lot of complex code to touch and it may take a few betas to work out the bugs.
So I just realized that it’s been a full month since I’ve posted anything on the dev blog, which is a bit ridiculous since we’re working on a ton of stuff for 10.10 and a number of announcements have also come out in the computer industry. I’ll try to catch up on various topics over the next week.
Where Is 10.10???
I’m pretty sure that that’s the money question: where is 10.10? The answer is: we are working on it, mainly fixing bugs pre-beta. When will the public beta program start? I don’t know – that will be determined by how quickly we can knock out some of the current bugs. My view is that it’s a waste of everyone’s time to go beta on 10.10 with known bugs that we can fix without going beta – going beta too soon means users waste their own time reporting bugs we know about, and we are distracted from fixing those bugs with the task of going through the duplicate reports.
64 Bit – Not Yet!
I think we’ve described this road map before, but in case there is any confusion let me be absolutely clear:
X-Plane 10.10 will not be 64 bit!
We have already made significant progress toward a 64-bit X-Plane and we will continue working on this front. But the plan was never to ship 10.10 with 64 bit support. Rather, X-Plane 10.10 ships with a number of changes to our compilers (as well as a ton of other stuff). The next major patch (10.20) will support 64 bit on all three platforms at once, and we will know that any problems will be due to the 64-bit-ness (and not the changes to compiler, runtime, makefiles etc.) because those will have been vetted in 10.10.
The reason to ship 10.10 in 32-bit is to get out all of the other changes we’ve made so far.
What’s In 10.10
This is not a complete feature list – when we do the first public beta we’ll run through our source control log to scrape out all changes. But here are some fairly big things:
- Austin is putting new UI into the sim for flight setup and airplane selection.
- Roads don’t shoot up in the sky anymore – crazy road grids was always a problem in how X-Plane showed the data, not the data itself. This change may also improve the stability of the sim.
- Chris has integrated “breakpad“, an open source automatic crash reporting system. The vast majority of the bug reports we receive are crash reports, and of them, the vast majority are missing critical files we need to understand what crashed. Automatic crash reporting should both save users time in reporting (you just have to click “ok” when X-Plane asks you if you want to send the bug to LR) and let us dig in with complete file information.
- 10.10 includes faster clouds on ATI hardware on Windows.
- This build moves us to new compiler setup – while this is an internal change, it should mean faster load times on Windows.
- 10.10 fixes some stability problems in 10.05r1. I don’t think the early betas will be great for long flights, but I think 10.10 will in total be better on this front. (But note: a lot of the crash reports we get are due to running out of memory. You can’t run X-Plane at the edge of your memory limits for 10 hours of flight – at some point it will go over. This particularly applies to Mac users.)
- Chris has rewritten the low level joystick code; while this was suppose to be ‘just the hardware’ code (with new UI coming in 10.20) it looks like one aspect will go live in 10.10: you can plug and unplug your joysticks while you fly without restarting the sim.
The artists have been working this entire time and we’ve built up a pretty good pile of art assets to ship too – I’m not going to try to enumerate them right now because I’m not up to date on what they’ve created.
Third Party Airplanes
One goal I have for 10.10 is to close out all of the bugs that are stopping authors from converting their payware add-on planes from X-Plane 9 to 10. Some of these are already fixed and some are still on my todo list. I’ll post more about some of the stickier remaining issues in another post.
This post will pretty much only be of interest to Linux users – everyone else, talk amongst yourselves. Topic of discussion: X-Plane.com is neither a plane nor a communist. (Sorry, work on the road processing code has drained me of any remaining sanity.)
Linux History
The brief history of X-Plane for Linux is that Joshua Wise ported X-Plane to Linux a while ago because he felt like it (and being too young to drive at the time, apparently had some free time). The Linux port was never a commercial effort. – Laminar Research didn’t say “we’ll make a ton of money by porting to Linux, so let’s hire someone”. It just sort of happened. (Well, I wasn’t in the room so I don’t know exactly what was said.)
Linux has steadily represented about 5% of our user base from that point on, and this gets to the “commercial problem” of Linux: even with the work we do to try to keep platform specific code in X-Plane to a minimum, Linux sales don’t justify the development cost to maintain the platform.
Yet there still is a Linux version of X-Plane. We keep renewing the Linux port for “one more version” because while the Linux community doesn’t buy a ton of copies of X-Plane, Linux users do contribute in an outsized way by providing code back to the scenery tools and other development efforts. In other words, the Linux community doesn’t contribute dollars, but they contribute a lot of code.
Code Contributions
This came up during the X-Plane 9 and 10 Linux discussions. Our primary request to Linux users has been “please support each other”. There are too many Linux distributions for us to provide support; our dedicated support staff does not even have Linux expertise, so Linux support immediately hits engineering.
While a number of Linux users have really done a great job of helping other users out, another issue came up. One of the ways we try to minimize Linux-specific costs is to keep the OS-specific code very basic and rudimentary. In the past we’ve taken patches from users to fix OS specific bugs, but this is an awkward process at best.
Some Linux users asked if we could find a way to release source to the OS-specific parts of X-Plane so that they could improve the Linux-specific code (and thus the platform-specific experience) themselves. Right now this is a very awkward process: I have to tell the user “give me a snippet that does X” and then hope that I can get the snippet integrated and tested on my own.
One of the suggestions that came up at the time was to separate out some of the code that abstracts the OS/hardware so that Linux users could patch it more easily.
A Hard Abstraction
Separating out the platform specific code is a good idea, but it wasn’t one we were going to drop everything to pursue – if we did, the end result would be no improvement to X-Plane after some number of weeks of heavy development. Instead, we are slowly moving the code in this direction as we work on it.
The first code to get a work-over is the joystick code; Chris has been refactoring the joystick code for a few weeks now. 10.10 won’t show you any new behavior; it runs the existing UI on top of new low level code. Once we are sure this works, Chris can implement a bunch of new joystick UI features on top of the new low level code quite easily.
The new joystick code separates out the OS-specific joystick interface code from the rest of X-Plane. In the long term, this will make it practical for us to share the hardware abstraction code with users as source, take patches, and even allow developers to swap it out on their local development machines via a shared object. We’re not there yet with this level of flexibility, but the new code makes these things possible.
You Can Keep Your Hat On
There is one immediate win to the new code that will be apparent to Linux users in X-Plane 10.10: the new code (which is based on input.h instead of joystick.h) recognizes hat switches as a set of buttons, rather than a pair of axes; this is almost certainly better from a UI configuration standpoint.
I fear one of the main points of my last post was perhaps lost in the excited discussion of how to cope with conflicting crowd-sourced airport submissions. The engineering principle is:
Fix real bugs, not hypothetical bugs. Solve real problems, not hypothetical problems.
By this I mean: it’s invaluable to wait until you actually have evidence of a problem before you design the solution. Without a real data point showing what the bug is, the solution might not actually fit the problem as it actually happens. In a program as complex as X-Plane, particularly when third party content is thrown in, it’s hard to predict in advance what is going to go wrong.
In the previous case (coping with conflicts) the key here is that I want to see a few conflicts before I choose a plan. I see proposals for a revision system, public logs, a registery, a voting system…any one of these ideas might be the right solution, but we don’t know yet because we don’t have two people submitting buildings.
The same principle applies to another issue that was brought up a while ago:
Won’t all of the default airports look the same since they all use the same library?
First, to be clear: we’re not trying to make the default library airports look like the real world airports, we’re not trying to duplicate custom scenery, and if people submit buildings for all 20,000 airports in X-Plane there’s no way we’re going to have 20,000 control tower libraries in the library.
But there is a valid issue: what if people heavily use the assets? Won’t we start to get a “sameness” either between two airports or within an airport as we use the library more and more?
This brings up the second half of “fix real bugs”:
Identify possible solutions, but don’t use them until necessary.
I am not worried about collisions of airport because there are a huge number of possible solutions, many of which are easy to implement and have been proven to work well in the real world in other problems. In other words, the problem of merging crowd-sourced data is a solved problem, and we can use the right existing solution when we have enough data to pick that solution.
The same thing applies to repetition in the library: we have ways of fixing repetition. I want to develop a few airports and see what looks repetitive before asking our artists to spend their time making more stuff* but we at least know how we can fix the problem when the time comes.
Options to Deal With Repetition
So what are the safety valves here? How can we deal with repetition in the library? There are a few ways:
- Every object in the library can have multiple real OBJ models for each “virtual” object. X-Plane picks randomly among the choices, so we can always add more real objects. We already do this for cars. (There are something like a dozen cars and trucks backing up one or two library entities.)
- Some of the library elements are .agp (autogen-point) files – these files are mini-scenes made up of other objects, and the objects referred to within the scene are also subject to library variation. So we can have a mini-scene where some of the decorations are constantly changing.
- The facade engine contains some fairly flexible rules for picking which segments of walls go where, so there’s a lot of potential to break up the order of facade walls.
- We can add more types of facade walls to a given facade without hurting X-Plane’s performance.
All of these changes can be put into an X-Plane update.
In summary, there are a lot of ways we can make the library more diverse and less repetitive, and as we see the library get used (and certain elements become over-used) we can add more variation to keep things looking fresh.
* For example, it wouldn’t make sense for me to ask Tom to make 50 variants of the administration building if almost no one places it in any airport. We need to see what kinds of assets get used the most and then make decisions.
I have updated the WorldEditor page to link to the new builds of WED 1.2 beta 1. This is the first beta of WED 1.2, which we showed at the X-Plane developer’s conference in SC a week ago. A few hilites:
- Finally, a real airport import dialog box – when you import a dialog box, WED will let you pick a subset of airports to grab. So now you can open the entire apt.dat file from Robin and just pick the airport you want.
- There is now a library preview pane for objects, autogen scenes (.AGP files) and draped polygons.
- WED 1.2 supports all of the new v10 overlay editing extensions, e.g. forests as tree lines, facade wall-type control, etc.
Tyler and I are working on a 1.2 manual but it’s still chaotic enough that I think it isn’t even ready as a beta document.
One complaint we hear a lot from tech support is that the 747 knobs are hard to control in the 3-d cockpit. Javier and I did some investigation into this; this post describes what we found, what we are changing, and what why I don’t think the scroll wheel probably shouldn’t be used to affect the 3-d cockpit.
Hard To Drag
The fundamental problem is that it’s hard to control the autopilot knobs in the 747 by dragging with the mouse. Large drags make only a small change in the knob, so it takes forever to dial in an autopilot altitude. You’d think the solution is simple: change the scale for dragging on the knobs, right? Well, not quite.
It turns out that the “sensitivity” of the knobs to dragging is a function of the way you turn your head in the cockpit. Sit in the default 3-d position, turn your head 30 degrees to the right and drag and the knobs turn quickly. But look straight ahead, slide to your right, and drag and they are very slow.
The problem is one of perspective, and this is where it gets interesting for authors. The drag axis manipulator (which lets you make the 3-d cockpit respond to dragging the mouse) measures its drag in meters. But the distance on the screen that the drag distance takes up (in meters) depends on where the camera is placed and at what angle it is turned. This can lead to some very strange effects: in some views, a 500 pixel drag moves the altimeter only a few hundred feet, while in other views, 500 pixels moves tens of thousands of feet.
Screen Space Dragging
For real physical parts like a lever (a part that moves as you drag it), dragging in meters makes perfect sense; it lets authors match their animations to their manipulations.
But for a drag that doesn’t have a real-world correlation (e.g. you drag on the knob and the knob spins but it doesn’t move) having the camera angle affect the drag distance results in panels that can be used only from certain viewpoints.
To fix this, we are introducing a new “pixel” drag axis – unlike the current drag axis, the distance over which the user can drag is specified in pixels, so that the “sensitivity” to the mouse is the same no matter what view angle the user has. I will post details on this when we go beta.
The Mouse Wheel
While I was working on pixel drag axis, I looked at using the mouse wheel to turn knobs, something our users asked for. And while the prototype seemed ‘clever’, after some arguments with Chris I came to a bit of an inescapable conclusion: the mouse wheel for changing parts of the panel is the wrong tool for the job.
The problem with the wheel is that in the rest of the universe it is use to manipulate view information. This is true in X-Plane 10.05 as well (and it works well), but things get quite tricky once the mouse wheel is added in. Some of the problems:
- Making the mouse wheel zoom and manipulate (e.g. if you are over a knob it manipulates the knob, otherwise it zooms) risks surprising results. A user who wants to zoom might accidentally “bump” a cockpit knob, something that’s pretty frightening to a real pilot.
- We looked at requiring once of the buttons to be held down while mouse-wheeling, but that’s not a gesture you see anywhere else in the universe – effectively one of the two uses of the wheel is “buried” and we might as well only use the other. Furthermore, if we are going to require a click, the user might as well just drag on the knob itself.
- If we have to pick one or the other (zoom or manipulate), zoom is by far the most consistent thing, the thing that fits with the host OS.
- If we make the option a preference (e.g optional mouse-wheel on knobs) so few users will enable it that authors won’t be consistent in adding support to their cockpits, and the system will never get momentum. (We can’t just add “mouse wheel automatically” because the sim doesn’t know how much one click of the wheel should change a given dataref.)
We tossed the mouse wheel idea around, but in the end we concluded that the wheel should be a view/zoom/scroll function, not a data change function – we couldn’t find any example apps that used the wheel to change the contents of the screen. In the end, authors need to make clicking work well, and we need to provide manipulators (like the screen-space drag manipulator) to make that possible.
One of our servers is down for maintenance. This means that the following are temporarily offline:
- Scenery tools downloads.
- GIT repos (and the cgit web interface).
The installer-updater is still running – it runs off of a different server. I just fixed a number of broken links to the installer on the main website.
I don’t have an ETA on when the server will be back up, but if it’s not today I will stab myself repeatedly with something sharp.
Just a quick tip on tuning X-Plane’s rendering performance: if you see your fps start off strong and then drop over time to a crawl, with low GPU, turn down the cars.
Here’s the problem: cars are spawned over time. The way the car engine works is that X-Plane comes up with a budget for cars based on rendering settings, and adds a few more every frame as long as it’s under budget; if it is over budget it simply doesn’t replace cars that are killed by being too far from your plane or reaching a dead end.
It can easily take several minutes for car traffic to build up.
And the thing about the car traffic is: it’s incredibly CPU intensive. This is something that I am working on and it may get better for future patches, but for now just consider this: a reasonable setting for cars (for your computer) should be based on the framerate after several minutes, not the one you instantly get when there are virtually no cars!
X-Plane 10.05r1 is now available – click “get betas” and run the installer’s update function to get it. This is a really tiny patch; we needed to fix language on the 32-bit Windows warning, and we took the opportunity to fix hard cockpit walls and the carrier landing while we were at it.
Everything we’ve discussed on this blog for the upcoming beta is coming – but for a future patch in a few weeks. That will be a major patch with a multi-week beta period and real enhancements to the sim. We’re already deep into development on this work; the 10.05 micro-patch is just a quick build to fix a few tiny bugs.
I expect us to go final with 10.05 in a day or two – there are only two code changes, so it should be quick to find any possible problems.
It looks like, for the next major patch, we’ll be able to get a few features in that authors have asked for:
- Exclusion of scenery elements from shadowing for pretty much all scenery elements.
- Use of “conditionals” (see the OBJ8 spec or previous post) to use different textures when HDR is on or off for facades, ter and pol files. (This is available for OBJs since 10.0 – this is an extension to other scenery formats.)
- Texture size limit bumped up to 4096 x 4096 max. (The max panel size will remain 2048 x 2048.)
The one other authoring request that we heard loud and clear in Mallorca but will probably not get to in the next major patch is an option for seasonal textures in third party add-ons. It’s a slightly more complex change and will have to come in a later patch. (But we have moved the priority of this feature way up in response to developer feedback.)