Some of our users have the bad luck of having a laptop with Intel 4th generation graphics. This is the last generation of the “GMA” graphics cores – they generally come on motherboard (and often you’ll have one that you don’t use even if you have a PCIe graphics card) and they’re not very powerful. Motherboard graphics are designed to lower the cost of the entire computer for users who don’t need 3-d. They are not designed to make X-Plane look awesome.
These GPUs are causing two problems with X-Plane 10.10:
They crash on startup when we ask the driver about our window’s format. Why it does that is not yet clear to me, but there may be a work-around.
Our shaders won’t run on the GPU, which claims we ran out of texture units.
I consider this second problem very silly, as the card tells us how many texture units it has, the number is the same as every other GPU, and we don’t use more than those numbers. There may not be a work-around to the second problem; in particular if the shader compiler has a bug that causes it to misunderstand our shaders, we won’t be able to do anything.
So at this point X-Plane compatibility with the gen-4 Intel GPUs is an unknown. It looks like there are subtle core differences within the series that may also cause problems.
I can tell you this: if we ever get them running, it’s not going to be pretty or fast. I have the 6th generation GPUs (Intel HD graphics in an i5-2500) and the performance is not on the same planet as a discrete GPU.
Other Intel Cores
We do not support the 3rd generation and earlier GMA GPUs. The numbering scheme is really nutty, so that table can help.
We do support “Intel HD” graphics – they’re not great, but they do run. That includes any built-in mobo GPU from a “core i5” or “core i7” chip.
TL;DR
The short version is: if you have a gen-4 Intel GPU and see crashing, please stand by; we are investigating now. We will either fix the crash and provide a work-around in the upcoming 10.20 patch or declare the GPU unusable. I’ll post an update in a few days.
X-Plane 10.11 is now final, so you will receive an update notification even if you have not participated in the beta program.
Starting with 10.11, I am stripping the ‘r’ designation off the end of the build; the complete build number is still visible in the log file and properties, but what you see on your startup screen will just read 10.11.
I do not know if we will cut an X-Plane 10.12 before we get into a 10.20 public beta of 64-bit; I have seen a number of bug reports for 10.10/10.11 that need investigation, but I don’t know if the problems are due to bugs, running out of memory, rendering settings cranked too high, etc.
The main goal of 10.20 is to get us to 64 bit; we’ll also ship better anti-aliasing and autogen in that build. We aren’t sure what will come in 10.30, but at this point more performance tuning and stabilization is likely.
A while ago, I wrote up a summary of the issues with OSM and water. I still do not know a time-frame or plan for OSM recutting, but I can say it will be after getting 64-bit done, and once 64-bit is done, it will be high priority. If the water you care about is not in the OSM map itself, a recut won’t help until you or someone else in the OSM community updates the map.
(For Americans who are frustrated about water that was in X-Plane 9 but is not in X-Plane 10: X-Plane 9 used US Government data. There is work in the US mapping community to get the NHD data into OSM; I suggest participating in this effort. You can import and check a single water shed and thus bring a local region up to date, and the changes are ‘forever’ since they are in the OSM data set themselves.)
X-Plane 10.11 rc3 is ready for testing. If you see a lot of spurious warnings about LOD errors in your Log.txt file on Windows, get this build by running the updater and checking “get betas” – it should help.
Posted inNews
by Ben Supnik|Comments Off on X-Plane 10.11 RC 3 Ready for Testing
X-Plane 10.11 release candidate 1 is now available online – run the installer, and update with the “get betas” button checked to get it. This is a small bug fix build to get new Japanese strings out; most of these bug fixes were coded during 10.10’s release candidate period but held to keep the sim stable for DVD pressings. It’s a small update.
EDIT: Pleasestand by, the upload did not work right – it should be available later tonight.
EDIT 2: Okay – now we are live.
We may do one more small bug fix release (e.g. a 10.12) before we get to 10.20, which will introduce 64-bit and have a longer beta period. 64-bit porting is going well and I am happy with the progress so far.
What About WED?
A number of WED users have reported a really nasty bug: while mousing around, WED would put up a fatal error dialog box and quit, with work lost. This bug sucks, and what was worse, no one could find a good procedure to reproduce it. The steps appeared to be “do some work, get a lot of changes ready, click, lose work.”
That is, until now; the other day Chris round the reproduction case. I now have a fix, so I will try to cut a WED 1.2 beta 2 in the next week.
X-Plane 10.10r3 came out this weekend – go use it! This is my expectation over the next week:
Barring a truly horrific bug, we’ll probably declare 10.10r3 to be the final build of 10.10 and make it live to everyone.
We will probably cut a 10.11 bug fix patch within the next week.
Why do I expect 10.11 so soon? Because there is always one bug that we don’t find out about until we make the rc live to everyone – inevitably one hour after the build goes live, someone reports something that no one saw in development, no one saw in the company, no one saw in beta, that we want to fix. Murphy’s law is irrefutable.
In the case of 10.10, the rate of bugs coming in on 10.10 has slowed down a lot, so if we continue to fix bugs in rc, we’ll be fixing bugs at a very low rate without moving on to the next thing. Thus it’s likely we’ll “kick it out the door”, get our one late bug, and cut a quick patch. We may also get additional localization into 10.11, depending on what we get from our translators.
It looks like the next sim patch after 10.1x (e.g. 10.10 plus any bug fixes) will focus on finishing and shipping 64-bit, hopefully with more autogen coming along for the ride.
As always, please report bugs to the bug reporter, not the blog, and not email; link is on the right.
(A quick side note/rant: my email server kind of exploded a week or two ago – lots of emails bounced, lots of emails were lost. This is one reason why I do not want bugs by email! I am always threatening “if you don’t file a bug, it might be lost.” Well, if you sent me a bug by email, for all I know it was lost. Please use the bug reporter!!!)
First, X-Plane 10.10r1 is out, at least for the next few hours; beta notes here. There are already two known issues:
10.10 is not particularly happy with current shipping ATI Windows drivers. We’re still figuring out what our best path is. We may have to disable functionality when we identify this driver set.
It turns out I broke the P-180 3-d panel, so we’ll cut a new release candidate pretty soon.
If you create add-ons, please go test this release candidate! We can’t fix bugs that are not reported, so now would be a good time to find out if your add-on is adversely affected.
Screen-Cast: Engine Settings
While the changes to the starter are pretty limited, Chris and I did spend a lot of time experimenting with the starters on a number of planes. (The starters are tuned on the 747, C90, B58, P180, and C172.) So I decided to try a screen-cast showing how to edit the starter settings.
This is not exactly the highest production value screen-cast you’ll ever see; rather it’s something I whipped out in less than an hour while the release candidate was uploading.
If this kind of resource is useful, please let us know. During the developer conferences, Austin and I did some short hands-on demos; it isn’t hard for us to turn that kind of thing into a screen-cast.
The screen cast and the blog are not meant to be a replacement for documentation; we’re working on that too. But creating demonstration materials is significantly easier in screen-cast form than document form.
First a quick note: X-Plane 10.10 Beta 11 is now out. What happened to beta 10? It lasted about 15 seconds, from when it went live to when I realized that aircraft were missing and code signing was screwed up.
We’ve had a few of these “beta bounces” where a beta lasts less time than a Plutonium isotope. The basic policy is this: if we cut a beta and it is live on the net at all, even for one second, and we then realize the beta is borked, we cut a new beta with a new beta number. Thus the very short life span of beta 10 – we didn’t reuse the number 10.10b10 when we fixed the problems.
Why not just reuse the beta number? Because we want to make sure that anyone who accidentally gets the broken beta gets the new beta, and to do that we have to bump the version number. Now that X-Plane auto-checks for updates, people get the new beta within seconds of it going live.
Autogen
A while ago I posted a road map for our autogen cities. Part of the work involved improving the road generation algorithm (a lot of which has been done for 10.10, and some of which still needs more work) and part involved new art assets.
Our original plan was to include the latest art assets with 10.10, but we are now planning on releasing the next round of city art assets with 10.20, the 64-bit version of X-Plane. There are two reasons for this:
The urban assets aren’t entirely done, but they are very inter-dependent. To maximize framerate, Propsman shares as much texture as possible betewen parts of the urban package, so it’s quite tricky to release part of the autogen.
The new autogen does take a little bit more memory. Not tons more, but for a user on the red line with 32 bits, upgraded autogen might require memory that isn’t available.
So rather than take up Propsman’s time finding a way to cut off and release part of the art assets, only to hear from users that thy are out of memory on OS X, we’re thinking it’s better to get on with 64-bit and release the art assets as a whole on a build that can handle them.
I think we may be able to release the new road pack with 10.10, and a number of other art assets are already in the 10.10 betas – new aircraft, upgraded global terrain, and new lights.
500. 1 to write the new lighting code and 499 to work out the gajillion ways that backward compatibility gets broken!
Suffice it to say, there are a number of major bugs with aircraft lighting and drawing in 10.10 beta 6. Beta 7 is now out and attempts to fix most of them, but I fear there may be at least one more round of fixing backward compatibility bugs in airplanes.
If you have an aircraft (built-in, third party, or yours) that looks good in either 10.05r1 or 9.70 and looks borked in 10.10b7, please report a bug, particularly if the panel and panel lighting is not working.
Why is debugging aircraft drawing so difficult? It’s a bit of a perfect storm.
The code supports a huge number of individual behaviors. A lot of the airplane drawing code was done incrementally, so even supporting ‘What v9 does’ means supporting the presence or absence of a large number of small features in every combination. You may or may not be using regions, may or may not be using translucency, may or may not be using interior lighting, may or may not be using the 3-d texture, may or may not be using generics, may or may not be using ATTR_lit_level, may or may not be using additive instrument lighting, may or may not be using auto-adjust levels, and I haven’t even started on the per-object check boxes and global OBJ attributes! (This list is a combination of flexibility, combining two complicated systems, panels and objects, and the “little at a time” approach which introduces a number of intermediate authoring modes into the airplane SDK.)
A number of these options are very quirky. Sometimes they have long running bugs, sometimes they’re limited by hardware, and often using two together produces weird behavior.
Often the quirks are useful. Rather than avoiding quirky weird behavior, lots of planes take advantage of it. Bugs become new features.
We didn’t do much in X-Plane 9 to flag, warn, or prepare authors for X-Plane 10. While we knew HDR was coming, X-Plane 9 never flagged or squawked about old authoring techniques, so a “works in v9” plane might work because X-Plane 9 supports lots of old weird stuff.
HDR rendering (with the deferred renderer) is fundamentally different from standard “forward” rendering (what we had in v9) and thus everything above has to be coded twice.
Ironically, the generous backward compatibility of the panel/cockpit authoring system in the past (including the ability to use all of the intermediate use cases of these features) has made backward compatibility worse now by making the problem space much more complex.
Unity For 10.10
As I have posted before, one of my goals is to make X-Plane 10.10 a stable and final authoring platform for v10 planes – that is, fix all of the rendering bugs so that if your plane looks good in v10, it won’t need any more updates or check-boxes changed. 10.05r1 did not meet this criteria because there are problems with airplane rendering in HDR that an author can’t work around – they are bugs in the sim.
As part of that process I am trying to create a single “right” path for authors to use the panel texture in an HDR compatible way. This consists of:
GLOBAL_cockpit_lit gives you the newest lighting path. When this attribute is present, lighting is the same for regions and no-region panels, the panel texture is fully lit by HDR, and transparency works as well with a panel as it does with a regular texture.*
With 10.10 the cockpit object has a full set of plane-maker check-boxes for control over shadowing, LOD, glass, lighting, etc., to make it consistent with the attached objects.
In 10.10 any attached object on an airplane can use ATTR_cockpit or ATTR_cockpit_region as long as the cockpit texture does too. (This means you can mae your panel texture interior for lighting but reuse the cockpit texture in a glass object for a HUD.)
These features provide for all of the authoring techniques I have seen and work with both HDR and non-HDR. Most legacy airplanes can be updated simply by adding GLOBAL_cockpit_lit to the cockpit object and confirming that check-boxes are correct in Plane-Maker.
Logging Problems
With this beta I modified the non-fatal error reporter to handle airplanes. What is the non-fatal error reporter? You know it as:
Error loading the scenery package:
/Custom Scenery/my_awesome_scenery/
The scenery may not look correct.
Please see the log.txt file for detailed error information.
The idea of this message is that it puts up a single user-readable warning that something has gone wrong, while providing details on every error in the log. Authors can see all of their problems in one load of the sim, and the single dialog box is annoying enough to users that authors can’t ignore the problems.
A few things have changed:
Airplanes can now participate in these dialog boxes, so we can give you one message that there are several problems with your airplane.
There is now a “quiet” version of this that logs without the annoying dialog box. This lets us put warnings in that aren’t annoying yet but may become annoying in the future.
The log output goes through the dev console, part of an effort to unify our logging efforts. You can reopen the log file without quitting or browse the dev console on screen.
I was asked a few weeks ago whether warnings in the log hurt performance, and my unsatisfying answer was “it depends on the warning.” But I can tell you this: any problem in your add-on that causes one of these “non-fatal error” dialog boxes should be fixed! We only use it when (1) there is a definite error in your file and thus it is not parsing properly or (2) you are using a very old technique in X-Plane for which a better replacement has existed for a while and the old technique is going away.
Don’t Overuse Translucency
One last note from the * above; this came up when Tom was working on the Baron, but I see it in third party airplanes too. While you can use translucency with the panel, I do not recommend it for building non-translucent elements.
Example: if you have an annuciator panel with warning lights that can flash then…
I do recommend that you build the panel in Plane-Maker using panel texture and multiple instruments layered on top of each other. With GLOBAL_cockpit_lit (or regions) you will get correct 3-d and HDR lighting on this panel, and it will color match the rest of your cockpit object perfect.y
I do not recommend building the annunciators out of clear areas in the panel and layering two polygons in the 3-d object (a back polygon for the back-plate and the panel texture for the front).
Why not overlap 3-d polygons? First, the OBJ format doesn’t provide a good way to overlap near geometry without risking Z errors. Second, and more importantly, you will not get correct lighting by using alpha and multiple layers. The annunciator panel should be affected by 3-d light including the flashlight and shadows from the sun; that won’t work unless you produce a single “baked” annunciator panel in your panel texture. Finally, any time you use alpha in HDR mode, there’s fine print and issues with the lighting, so use it when you really need alpha, not when you can get the job done with a panel texture!
We listened to some feedback and decided to bring mouse-look back but in a new and totally rewritten way. Originally, it was removed because as a MODE, it was confusing. Many users would pick it thinking it was “the” 3D cockpit mode and then be horrified that they weren’t able to use the mouse for anything else. Mouse-Look is no longer a MODE…there is only ONE mode which is 3D cockpit mode. This is the mode where you right click and drag to move your head and then use the scroll wheel to zoom…but now if you double right click, the view mode is locked into “mouse-look” so you can let go of your mouse button and the camera will still track the mouse movement. To get out of the mode, just right click again or switch views and it’ll disable. This works for users with a mouse and for users with a trackpad.
Quick-Look views have been fixed so that they now smoothly transition from one preset to another preset within the cockpit – without recentering each time. I do have to make an apology that your existing presets will no longer work with Beta 6 until you go to your aircraft folder and rename your preferences to *_view_prefs.txt. They used to be called *_prefs.txt. They won’t be lost or deleted, X-Plane just won’t see them until you rename them.
One other neat feature to note…it’s a really simple feature but I think it adds a nice touch of realism. As Tom was working on the Baron he said to us that since so many users like to start their planes from cold-dark-cockpit mode, they should have a way of using a flashlight so they can see what they’re doing before they get the plane powered up. What a great idea! So that’s what we did! Most aviators use a red flashlight to preserve their eye sensitivity so in the View menu, you’ll now see a way to Toggle on and off the Red flashlight. You can tie it to a keyboard or joystick button as well. There’s no menu entry for it but if you’d prefer a white flashlight, there’s a command for that as well so you can pick what you like best. Like all of the other fancy dynamic lighting in the sim, the flashlight only works with HDR enabled.
I’ll leave you with a little video demo of it to see while your X-Plane is updating to Beta 6 in the background.