Lockheed posted some notes today on 2.2. Check it out here: http://www.prepar3d.com/news/2014/03/4904/
Some highlights:
The big one for me will be fixing the OOM's, so this part was awesome:
I'm also looking forward to the cloud shadows... hopefully it's not too much of a hit. And that new recorder sounds great. Built in radar will be cool. I think of all the planes I have with it, and some of the bugs with that. Having it standard will be nice. And hooray, nametags are finally fixed!
I'm eagerly looking forward to this patch!
Some highlights:
- Autogen out of memory crashes
- The inclusion of the v2.1 panels ‘hotfix’ that reverted changes to the ContentErrorLogging system that caused previously compatible aircraft to not work
- New cloud shadows feature as well as several new shadow system optimizations
- A new sample for the Prepar3D Development Kit (PDK) API – Oculus Rift integration
- Native radar support for Prepar3D developers
- A redesign and refactor of the legacy Flight Recorder system
- A new FlightInstructor mode for SimDirector, as well as several other SimDirector enhancements
- Resolved an issue where force feedback joysticks would not continue to rumble after an initial vehicle crash
- Resolved a backwards compatibility issue where DTX 5 vegetation would flicker in several Orbx addons
- Resolved a backwards compatibility issue with the airport lighting at Aerosoft airport addons
- Resolved an issue where aircraft labels were not being drawn at the distance that was expected
- Resolved an issue where ground visibility was limited to 50 miles
- Resolved a crash where constantly spamming the pause and unpause in certain addon aircraft could crash the Prepar3D sound system
- Resolved an issue where AI aircraft could swap texture sets
- Resolved an issue certain stock airports were not rendering their taxiways
- Resolved an issue where the modeling tools would not respond to EventID and CallbackJumpDragging tags
The big one for me will be fixing the OOM's, so this part was awesome:
Autogen Re-Architecture
The instancing system for trees was given a massive overhaul to improve memory usage and performance and to reduce stutters. The system (VAS) memory footprint per tree was reduced from 276 bytes to 16 bytes (that is a 17x reduction in system memory per tree). Some of the work previously done each frame was completely eliminated while other work was reduced or moved onto background threads and the GPU (graphics card).
Visually, trees can now LOD (Level of Detail) in progressively while still scaling in to prevent popping. Random rotation of trees was also fixed which means that trees will be more varied looking and will again load in at the full density near the camera.
The picture below details the changes made to the autogen system in Prepar3D v2.2. The red to yellow effect shows the trees progressively loading and scaling in. System memory usage is displayed to show the autogen memory has been reduced 17x. A max autogen default flight has had it’s system memory reduced by over 550 megabytes.
The instancing system for trees was given a massive overhaul to improve memory usage and performance and to reduce stutters. The system (VAS) memory footprint per tree was reduced from 276 bytes to 16 bytes (that is a 17x reduction in system memory per tree). Some of the work previously done each frame was completely eliminated while other work was reduced or moved onto background threads and the GPU (graphics card).
Visually, trees can now LOD (Level of Detail) in progressively while still scaling in to prevent popping. Random rotation of trees was also fixed which means that trees will be more varied looking and will again load in at the full density near the camera.
The picture below details the changes made to the autogen system in Prepar3D v2.2. The red to yellow effect shows the trees progressively loading and scaling in. System memory usage is displayed to show the autogen memory has been reduced 17x. A max autogen default flight has had it’s system memory reduced by over 550 megabytes.
I'm eagerly looking forward to this patch!
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