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Des nouvelles de XP12.1.0 :
A refresher on what will be in the next X-Plane update.
Take everything said here as provisional.
What's in 12.1.0?
What's absolutely NOT in 12.1.0?
A refresher on what will be in the next X-Plane update.
Take everything said here as provisional.
What's in 12.1.0?
- Improvements to real weather [We're going to be doing changes to how our cloud data is interpreted and blended.]
- Improved cloud shadows on water
- Bloom
- RCAS [Subtle sharpening : https://gpuopen.com/fidelityfx-cas/]
- Exterior and cockpit shadows improved. Edges are now nice and soft
- New "Modern collector" [See Q&A 2 for more information.]
- Water opacity/turbidity
- Depth of field/Exposure controls [These are optional]
- MSAA Improvements : MSAA and FXAA now mixed, MSAA for transparent items improved, photometrically correct resolution.
- AMD SSAO fix
- And some more unconfirmed items that will be revealed closer to the time...
Thanks to our new “modern collector” – the code that the sim uses to find all the scenery necessary to draw. We know that many users are now CPU-bound in X-Plane and this is step one to improve their experience in the sim.
What's absolutely NOT in 12.1.0?
- Volumetric lights [Maya and Dan are currently looking at making this faster and with less artefacts], Lighting recalibration e.g. dark cockpits
Why? : We want to reign in the lighting without constantly disrupting developers and our audience - Volumetric fog, Weather API/Weather Radar
Why? : We are undergoing substantial changes to the way we interpret/render weather effects. Once we land on a consistent foundation, then we'll open the floodgates to allow people to inject their own weather or build their own radars. Jan in particular is very eager to stamp out current issues.
- Anticipating Q1 2024, but "C'est la vie". 12.1.0 still needs some oven time, and then go through alpha testing before we get to beta. Laminar will also be busy during February at a conference.