![]() What we didn’t optimize was VRAM use, and this is why blurry textures is a common problem with the first beta. (I do suspect there is a huge gulf between the haves and have-nots for GPU power – because there’s a huge range of hardware performance amongst our users. User with high end hardware have been pleasantly surprised to see production-level FPS in beta 1, and a common request is “I have 60 fps and blurry clouds, can I get a higher max setting.” We still have a lot of GPU optimization left to do, but we also spent some time before beta 1 working on performance, particularly at intermediate settings. “You’re gonna use more GPU power? I can’t buy a 3080, I’d have to sell my kidney!” When we discussed this before Early Access, there was a lot of teeth gnashing. X-Plane 12 moves some work that used to be on the CPU to the GPU (looking at you, ocean waves!), and virtually all new computing work in X-Plane 12 is on the GPU. The elephant in the room is third party access to the weather system.
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