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Dazkent

is it worth upgrading to 3.1

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Hello

 

I have v3 running pretty well on my system( i7 4770k @4ghz and GTX 970) and so far have not upgraded to 3.1, are there any performance benefits to upgrading or should i just stay with v3 for now?, the whole install process for FSX boxed was more than enough for me and hope the upgrade process is easier for p3d

 

many thanks

 

Daz

 


My youtube channel

http://www.youtube.com/c/Dkentflyer

 

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Hello

 

I have v3 running pretty well on my system( i7 4770k @4ghz and GTX 970) and so far have not upgraded to 3.1, are there any performance benefits to upgrading or should i just stay with v3 for now?, the whole install process for FSX boxed was more than enough for me and hope the upgrade process is easier for p3d

 

many thanks

 

Daz

i think its better to stay up to date and keep p3d updated, either way updating it to v3.1 is simple just download the update which is just around 200mb then install and you should be good to go. i actually would update i just saw the change log lol and looks like a lot of changes have been done.

 

Prepar3D v3.1 – Release Notes Prepar3D Client General Platform Updates New Features Fixes and Improvements Rendering and Performance Updates
    • Added OGG audio file support
    • Added Scaleform sound support
    • Added axis calibration screen to the Control Settings Calibration tab
    • Fixed issue where BoatSim attached weapons would not transform correctly
    • Fixed bug that prevented AircraftPilotWaypointAI from correctly loading the WaypointTouchDistance property
    • Added “IgnoreInvalidLocale” option to Prepar3D.cfg
    • Fixed issue that would prevent the ATC window from opening when using certain vehicles
    • Fixed issue that caused input messages to not be received for an extended period of time on first launch
    • Fixed crash that would occur if mission page in Kneeboard window referenced file or directory that did not exist
    • Content Error Reporting now off by default
    • Improved Select Airport search functionality
    • Fixed issue that would cause doors to automatically close when near a fuel parking spot
    • Fixed bug that would cause avatar fall animation to display too often
    • Fixed bug where picture-in-picture view opened by scenario would become active when opened
    • Prevent On Screen Text from showing on secondary views
    • Fixed visual bug that could cause weapons to lag behind for one frame
    • Fixed bug that would cause realism overrides to get overridden with current system settings when saving scenario
    • Fixed additional UI layout bugs
    • Improved readability of InfoGen text
    • Fixed crash that could occur when autopilot key was triggered when no autopilot was present
    • Fixed bug where ATC message area would expand when no options were present
    • Fixed bug that altered menu appearance at high DPI settings
    • Fixed crash that would occur in scenarios when closing a MultiChoicePopup window that was opened through a MenuPromptTrigger
    • Fixed bug where weapons would not register mass and force properties when attached to pylons
    • Added dynamic reflections on objects by replacing the static environment map with a dynamic cube map
    • Special Effects can now be rendered on terrain and water
    • Enhanced visual quality of water offering greater fidelity at high altitudes and better wave dynamics with high winds
    • Boats now move with water surface elevation
    • Fixed issue that caused weapon trails to not animate correctly at long distances
    • Triton water updated to Cuda 6.5 and performance improved
    • Fixed issue where sea foam texture would not display across multiple graphics cards
    • Fixed bug where 3D water would not correlate correctly between multiple views
    • Fixed terrain spikes that would occur with multiple moving views
    • Reduced black textures when switching views showing previously requested objects
    • Fixed crash that would occur when more than 24 2D views were opened
    • Fixed issue with bump mapping where tangent was calculated incorrectly
    • Fixed color of emissive night only materials
    • Fixed lighting value used for nighttime reflections
    • Prevent sun and moon from fogging when volumetric fog is disabled
    • Fixed issue where last emitted extrusion would become detached from the emitter
    • Fixed bug that caused light effects to be overridden to use incorrect effect file
    • Control modes now have hotkeys
    • Focal points can now be drawn outside the vehicle and placed in the world
    • Fixed bug where using gizmos near edge of screen would cause object to move unexpectedly
    • Fixed issue where objects with AI behaviors would not process without being assigned a waypoint list
    • Fixed crash that would occur when using MenuPromptTrigger to change user vehicle
    • SimDirector command line switch now takes precedence over the startup screen
    • Fixed issue that prevented large Sphere Areas from rendering correctly
    • Fixed bug where AGL property would be out of sync with actual placed object
    • Target Player can now be set to specific players within SimDirector
    • Fixed cases where visualization auto-center would position incorrectly
    • Fixed crash that would occur when running scenarios using legacy focal points
    • Fixed crash that could occur when quickly entering and leaving the backstage menu multiple times
    • Updated window PDK with additional targeting controls
    • Special effects can now be flagged as decals
    • POV events can now be registered for ISimObjects
    • Added “ignore_input” panel config entry enabling mouse clicks to pass through docked panels
    • Panels can now support both xml gauges and Scaleform concurrently
    • Added missing window PDK unregister callback functions
    • Cleaned up Simvar documentation
    • Fixed bug where setting global weather through SimConnect would not update at all altitudes
    • Fixed crash that could occur when detaching avatar while using Window PDK
    • Pick results requested through PDK now clarify if point is offscreen
    • Added ISimObjectManager function to get all objects within radius excluding traffic
    • Fixed bug that caused SimConnect_MapInputEventToClientEvent to behave differently than in previous versions
    • Added content error reports for common Window PDK errors
    • Enhanced ISimObject multiplayer support
    • Updated multiplayer documentation
    • Fixed bug where host would not correctly serialize the visibility state of client avatars
    • Fixed bug where saving a scenario and then entering multiplayer would cause a blank Menu Window to appear
    • Removed 30 second wait that would occur when starting non-race structured multiplayer scenarios
Prepar3D Content General Updates
    • Fixed Beech Baron virtual cockpit light offsets
    • Additional updates to the India Foxt Echo F-35A
Prepar3D Scenery General Updates
    • Minimal accuracy changes for five south-eastern United States of America airports
    • Updated coastlines, lakes, rivers, and elevation model in Singapore
Prepar3D SDK General Updates
    • Scripts will now utilize user temporary directory preventing the need to run as administrator
    • The user now has an option to reference a local modeldef.xml in the same directory as there .max file
    • Fixed an issue where the Shader Tool rollout would fail to load
    • Fixed an issue where documentation would fail to load
    • Improved Shader Tool in 3DS Max to preview more dynamic options including diffuse, specular, day/night textures, and alpha testing

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I have to say the update method is way better than having a full reinstall. The only thing you miss by not updating the scenery library( and thus having to reinstall all your airports and ORBX) is some update to Singapore and 5 airports in the US....no biggie.

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