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strider1

XPX 11 presentation !

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Here the link to 63 Degrees Right Youtube channel ! And Thank You for posting it !

 

 

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Laminar done a great job with xp10

updates after updates  - completely free and painless to download !

Great community support !

 

Will buy XP11  as soon is out ! and well done Laminar glad to support you all the way; looking forward to your new XP11 !

 

tx for posting

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Thx for the 2 videos. I liked what I've seen :-)

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Hm, well, I have to say... this is getting interesting...!

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Pretty nice!!! Looking forward to XP11.  Thanks manuthie for the complete video.

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Although I was hoping for a better weather system and ground textures, I am excited about the new features so far announced for X-Plane 11. 

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There are some really cool new features. I think they have also aimed this release at getting new users to X-Plane which is good in the long run. I especially like the new FMC / reflections and autogen.  I also use Linux 80% / 90%  of the time so FSX/P3D are not options for me at all.

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No mention of any new graphics API's :/ (DX12/Vulcan etc) bummer but I guess as long as the new system runs at a decent FPS I'll still be happy.

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No mention of any new graphics API's :/ (DX12/Vulcan etc) bummer but I guess as long as the new system runs at a decent FPS I'll still be happy.

 

tbh this was not really expected considering what we know from ben.

 

 

to quote BEN from the blog:

 

If you know OpenGL but don’t know a lot about how 3-d graphics hardware really works, reading the Vulkan spec is a little bit like believing that Santa Claus brings your presents down the chimney and then [spoiler alert] one day reading a 700+ page PDF that explains how your parents actually buy the presents a month or two in advance, wrap and hide them, and then sneak them under the tree while you are asleep.

 

For X-Plane, the Vulkan spec makes clear what types of operations future drivers will support, what will be done for us, and what we have to do ourselves. This gives us a good framework to then incrementally build next-generation rendering code in X-Plane that is “Vulkan-friendly” – even if it is still using OpenGL. My guess is that this new code will be faster than the code it replaces even before we change drivers.

 

Once we have the rendering code restructured and modernized, we can then set it up to run on Vulkan or OpenGL, taking advantage of the Vulkan pathways where they exist.

 

One final thought: I have no idea how the actual experience of coding for Vulkan will be. It may be that everything “just works”, or it may be an exercise in frustration. Once we’ve been through a full port I’ll post a post-mortem, but I think it’s too soon for anyone out there to have good realistic feedback on a full Vulkan porting experience from OpenGL.***

 

 

 

http://developer.x-plane.com/2016/03/what-vulkan-means-to-developers/

 

this blog gives an insight towards vulcan development.  If I were to guess, we see full vulcan support in XP12, with XP11 redesigning everything to make it vulcan friendly.

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this blog gives an insight towards vulcan development.  If I were to guess, we see full vulcan support in XP12, with XP11 redesigning everything to make it vulcan friendly.

 

They made the jump to 64 bit within the XP10 development cycle, maybe we will see something happen like this with Vulcan in XP11

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Does anyone know if the afternoon q and a was recorded. I was there at the morning one but according to Ben the afternoon questions went in a completely different direction.

 

Chris

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A whole lot of improvements. This is probably where I get a new rig and jump on the X-Plane train!

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