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P3d v4.3

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Can someone explain what the benefits of DX12 would be?  What would be possible from a developer point of view which you can't do today.  

What other 'rendering engines' are plausible for a next version?

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7 minutes ago, ErichB said:

Can someone explain what the benefits of DX12 would be?  What would be possible from a developer point of view which you can't do today.  

What other 'rendering engines' are plausible for a next version?

Yep, I would acknowledge an expert's answer as well. As far as I recall from early announcements of DX12, it allows shifting more work from the CPU to the GPU. Of course only, if the game is coded for this.

Kind regards, Michael

Intel i7-13700K / AsRock Z790 / Crucial 32 GB DDR 5 / ASUS RTX 4080OC 16GB / BeQuiet ATX 1000W / WD m.2 NVMe 2TB (System) / WD m.2 NVMe 4 TB (MSFS) / WD HDD 10 TB / XTOP+Saitek hardware panel /  LG 34UM95 3440 x 1440  / HP Reverb 1 (2160x2160 per eye) / Win 11

41 minutes ago, ErichB said:

Can someone explain what the benefits of DX12 would be?  What would be possible from a developer point of view which you can't do today.  

What other 'rendering engines' are plausible for a next version?

Difficult to explain.

DX - DirectX is an API.

We start talking about low-level hardware abstraction so......

The API is the gateway the CPU uses to "tell" the GPU what to render. So the "smaller" the gateway the few the "commands" -> cars in a tunnel.

Now comes the thing:

 

Normal games are mostly limited by the GPU as they are not multi-core apps. P3D is different than a normal game so don't just google DX12 v 11 and copy the results. Normal games have near zero profit of DX12. (3FPS to 0). P3D could improve more as the total per-thread time to "tell" is reduced. Sometimes by more than a half. (trustedreviews have some good benchs).

 

So the CPU is having more resources than before. Will that improve performance? Yes and No. Why? Depends heavily on hardware. Here even more than the standard answer of Devs.

We'll see what we get but I wouldn't have much hope in DX12. With APIs like Vulkan growing it remains to be seen who the winner is, at the end of the day. Seeing Vulkan in P3D is highly unlikely btw.

 

TLDR

Depends on the system, for real here and will definitely not give you 10000000 FPS instantly and probably not more than a few. 
But saying this is pure speculation. 

 

EDIT: Forgot the update enabling DX12 for all GPUs 🙂 *facepalm* _ Was a GTX 10 feature only

Edited by 30K

Cheers Henrik K.

IT Student, future ATPL holder, Freight forwarder air cargo and thx to COVID no longer a Ramp Agent at EDDL/DUS+ | FS2Crew Beta tester (&Voice Actor) for the FSlabs and UGCX

Sim: Prepar3d V4.5 Rig: CPU R7-5800X | RAM: 32GB DDR4-3000 | GPU: GTX 3080 | TFT: DELL 3840x1600

ugcx_beta_team.png 3ePa8Yp.png

23 hours ago, djbully said:

It best to disable win 10 updates through group policy settings in the pro version. Apparently disabling the service can be overridden by win 10 for “urgent” updates. 

 

Bully. 

Ok, so that turned out to be completely wrong, after a session on Air Hauler 2 last night I went to shutdown the PC, and it had done some sort of update, because it had update and shut down as the only way of shutting down 😞

 

I will try disabling the service aswell, and I noticed another new service update orchestrator or something like that. So will disable them both.

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1 hour ago, ErichB said:

Can someone explain what the benefits of DX12 would be?  What would be possible from a developer point of view which you can't do today.  

What other 'rendering engines' are plausible for a next version?

Mostly it provides new API calls that can give more rendering power to game developers, this article provide some ensign that might be useful to understand the concept: https://www.maketecheasier.com/directx11-directx12-differences/

It is important to clarify that to take advantage of DX12 the game has to be designed with DX12 on mind, taking a video game designed for DX11 and running it on DX12 without changing the source code gives the same performance and graphic detail, however you can modify the source code to be DX12 complaint and this would allow the video game to take maximum advantage of multi core and new video cards capabilities, in theory a game designed with DX12 in mind will run much better with a video card 1070, or 1080Ti using DX12 rather than keep using DX11 and have new video cards models as these are designed to take more advantage of multicore environments.

For these reasons the subject about DX12 is quite controversial, some people have reported no performance change during FPS stress test with some video games, for example they launch Tomb Raider using DX11 and compare it with the performance using DX12 to find that the difference in video quality and performance is un-noticeable, however this is not the case for other platforms like Unreal Engine were the performance is actually higher using DX12 instead of DX11 specially at higher resolutions like UHD (4K).

Just to give some perspective, having access to such power performance would allow video game developers to change the engine rendering to PBR and still increase the FPS during rendering, X-Plane is DX12 capable for example :wink:.

People keep asking LM to fix dynamic lighting under 4K, well it is not going to happen staying on 32bits, DX11, Windows 7 and an old Nvidia video card, so anyone looking to have more performance, high level of detail (4K for example) and wishing to have a different rendering engine will need to accept that things will need to move forward in order take advantage of new technologies available out there.

Regards,
Simbol

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Oficial Website: https://www.FSReborn.com
Discord Channel: https://discord.gg/XC82TqvKQ3

Very well written Simbol, and I totally agree. 😊

Capt. Robert Rixx

Simbol

Did you get the impression that the particle effects would be improved to allow better (sharper) lighting effects from a distance.  One of my pet hates of P3D/FSX was/is always the blobby appearance of lights  whereas Xplane lights literally twinkle.- and actually look like lights as opposed to a 'bright texture'.    If you look at the wing of a PMDG aircraft from the VC, the NAV and strobes are blobby orbs  **immersion killed**

I know this is also your realm of expertise, so would appreciate your view.

 

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3 hours ago, ErichB said:

Simbol

Did you get the impression that the particle effects would be improved to allow better (sharper) lighting effects from a distance.  One of my pet hates of P3D/FSX was/is always the blobby appearance of lights  whereas Xplane lights literally twinkle.- and actually look like lights as opposed to a 'bright texture'.    If you look at the wing of a PMDG aircraft from the VC, the NAV and strobes are blobby orbs  **immersion killed**

I know this is also your realm of expertise, so would appreciate your view.

 

I totally agree, in hence why I started developing AI Lights Reborn Profesional edition :wink:, the Landing lights effects that I am preparing as we speak for the Profesional Edition will actually twinkle as per real world operations by simulating how the light bends in the atmosphere, I had also very positive discussions with Damian Clark (CEO of HiFi) to integrate my products with HiFi weather engine so I can have reliable information that would allow me to simulate different lighting effects depending of different atmosphere conditions.

My personal opinion is that the particle effects will stay pretty much as they are until V5, I am trying very hard to impress and convince Lockheed Martin to allow me to be part of their selected group of .V5 beta testers so I can oversee this process not only to try to influence as much as possible this area of the platform and the ATC handling, but also to ensure that my add-on's stay compatible with new versions of P3D as such changes to the rendering engine would have a huge impact to my source code without proper preparation.

I have plans to develop other products that will improve the particle effects and lighting for user flyable aircraft, I have done this before via private custom jobs requests for a couple of users on this forums which wanted to have improved effects for some Carenado products, I am also Beta testing the Leonardo MD-80 Maddog and I will be providing updated lighting effects for this plane as part of my continuous contribution to the community,  I also had discussions in Vegas with Aerosoft which gave me a hint that I could design some of their future Airbuses lighting effects, so although V5 is quite far you should see some of my work available very soon on many products out there :wink:.

Kind Regards,
Simbol

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Oficial Website: https://www.FSReborn.com
Discord Channel: https://discord.gg/XC82TqvKQ3

6 minutes ago, simbol said:

I am also Beta testing the Leonardo MD-80 Maddog and I will be providing updated lighting effects for this plane as part of my continuous contribution to the community,  I also had discussions in Vegas with Aerosoft which gave me a hint that I could design some of their future Airbuses lighting effects

Great News.  

Dare I ask whether PMDG has been similarly approachable?

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4 minutes ago, ErichB said:

Great News.  

Dare I ask whether PMDG has been similarly approachable?

No, but I can improve many of the PMDG effects anyway.. so for example I can create an "PMDG 737 update effect" package that would make the effects that comes by default better.

However my current priority is the release of AI Lights Reborn Profesional first.

Regards,
S.

Edited by simbol

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1 hour ago, simbol said:

No, but I can improve many of the PMDG effects anyway.. so for example I can create an "PMDG 737 update effect" package that would make the effects that comes by default better.

However my current priority is the release of AI Lights Reborn Profesional first.

Regards,
S.

I love your freeware symbol. Do you have any idea when the professional will be released? 

Can you give me an idea about FSPXAI ? I am thinking to switch to their AI planes from TFS, I heard their lights doesn't play well with your freeware but TFS model is not getting more paints lately. Sorry hijacking the thread, if you'd like you can PM me for your opinion. 

Thanks. H

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24 minutes ago, TrentXWB said:

I love your freeware symbol. Do you have any idea when the professional will be released? 

Can you give me an idea about FSPXAI ? I am thinking to switch to their AI planes from TFS, I heard their lights doesn't play well with your freeware but TFS model is not getting more paints lately. Sorry hijacking the thread, if you'd like you can PM me for your opinion. 

Thanks. H

Hi Hendrik,

We are about to start the beta testing of AI Lights Reborn Profesional edition, I don't work with dates as for me the quality of the product comes first so It will be out when it goes out :).

Regarding FSPXAI, if you wish to use any of my AI Light products you should stay very far away from these models as unfortunately the developer of these didn't to follow Microsoft and Lockheed Martin specific SDK instructions regarding lighting configuration for SimObjects and as a result they are no compatible with any other 3rd party content provider like myself. 

I heard rumours that some TFS models are going to get a revamp :wink:, which repaints are you looking for? I know a couple of re-painters that might be willing to provide what you need, perhaps all you need to do is ask!

Regards,
Simbol

 

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Oficial Website: https://www.FSReborn.com
Discord Channel: https://discord.gg/XC82TqvKQ3

On 6/14/2018 at 4:16 AM, djbully said:

Ok, so that turned out to be completely wrong, after a session on Air Hauler 2 last night I went to shutdown the PC, and it had done some sort of update, because it had update and shut down as the only way of shutting down 😞

 

I will try disabling the service aswell, and I noticed another new service update orchestrator or something like that. So will disable them both.

Why?

I let W10 update and I've had zero problems in any games, including P3D4 and XP11.

Some of the things we used to do because FSX was so finicky just aren't necessary anymore. 

1 hour ago, simbol said:

Hi Hendrik,

We are about to start the beta testing of AI Lights Reborn Profesional edition, I don't work with dates as for me the quality of the product comes first so It will be out when it goes out :).

Regarding FSPXAI, if you wish to use any of my AI Light products you should stay very far away from these models as unfortunately the developer of these didn't to follow Microsoft and Lockheed Martin specific SDK instructions regarding lighting configuration for SimObjects and as a result they are no compatible with any other 3rd party content provider like myself. 

I heard rumours that some TFS models are going to get a revamp :wink:, which repaints are you looking for? I know a couple of re-painters that might be willing to provide what you need, perhaps all you need to do is ask!

Regards,
Simbol

 

Thanks Simbol,

I do get enough repaints but more and more repainters are moving to FSPXAI and TFS model, I have some downloaded that has been converted to P3D4 but it is manual work. I'm getting tired editing and I rather fly. Updating AI schedule is already painful and now there are 2 separate models.

Regards, H.

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27 minutes ago, TrentXWB said:

Thanks Simbol,

I do get enough repaints but more and more repainters are moving to FSPXAI and TFS model, I have some downloaded that has been converted to P3D4 but it is manual work. I'm getting tired editing and I rather fly. Updating AI schedule is already painful and now there are 2 separate models.

Regards, H.

Gosh, don't tell me I will also need to develop an AI Package! lol

As a curiosity what AI Models are you talking about? A380? A330, B737-800 Max?

S.

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Oficial Website: https://www.FSReborn.com
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