X-Plane 11.40 is now final! You will be prompted to update to X-Plane 11.40 when you start X-Plane; Steam users will receive the update automatically via Steam. Here's what's next in the pipeline:
We are working on a bug-fix update (11.41) to catch one or two bugs that didn't make the RC, as well as the inevitable bug that will be reported after go final. I expect to cut an 11.41 release candidate some time next week, and it should be a pretty quick release.
In the meantime, we are pushing hard to get Vulkan/Metal ready so that we can do an X-Plane 11.50 beta. We may start private testing of Vulkan and Metal before 11.41 is done, depending on what gets fixed first.
The limiting factor on getting to a public Vulkan/Metal beta will be bug fixing - it doesn't make sense to go public beta with known bugs that will be reported over and over and make the beta unusable. There are also two remaining areas of development we need to close up:
Vulkan and Metal fight stutters by pre-loading everything they need to render the frame - this means whatever we need to draw, it's ready. But this also means X-Plane needs to prepare every shader it might need to render a given aircraft and scenery pack.
Because X-Plane's shaders are so flexible, this can mean tens of thousands of shaders, and that hurts load time. We have new code that tries to analyze exactly what we'll need for a given frame. For example, if an object comes from a DSF, we never need an "interior" shader for it because the scenery object can never be inside an aircraft. By carefully applying this kind of logic, we can cut down the number of preloaded shaders and speed up load times.
With Vulkan and Metal, X-Plane manages its own use of VRAM - this is a totally new capability that we have had to code from scratch for the Vulkan/Metal port. We watch our total memory usage and reduce texture resolution dynamically (hopefully on less important and less used textures) to stay within budget.
While this code is working, it hits a wrinkle on Windows:
- Third party add-ons that chew up VRAM via their OpenGL VRAM usage can use up part of our budget. For example, if you change to an aircraft with a plugin that allocates its own textures to render to, we can't use that VRAM anymore.
- The Vulkan version of X-Plane allocates VRAM in big blocks for efficiency. If we reduce our texture res to make room for the plugin, we might end up with a bunch of big pre-allocated blocks (that are mostly unused) inside Vulkan - the memory still isn't usable by the OpenGL plugin.
Sidney is working on compacting our textures so that some of the big blocks can be given back to OpenGL - yet more new memory management code for Vulkan.
There Be Dragons
Once we have the number of shaders cut down and memory compacting working, we'll begin heavier testing of the Vulkan/Metal build - I can't say how close to public beta we are because we haven't gotten the initial wave of bugs from this testing.