Laminar Research Formally Announces X-Plane 12

he has just similar experience :slight_smile:

I am running this on a 4 yo rig: i7-7700K CPU @ 4.20GHz
The GPU is a 1080
32g RAM

X-Plane runs better than any other sim on my PC. This is with an Oculus Quest 2 set at 1.3 pixel density override. Much of this is probably based on some combination of user expectation and factors unique to each system. There must be 100’s of thousands of permutations that can affect performance, both real and perceived.

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My previous rig was nearly identical (i6700k being the difference) and I had the same experience; XP-11 ran the best in VR for me. I didn’t notice crazy high actual frame rates - I noticed it was smoother (than before Vulkan or DCS as is).

Also (and I know how irritating it must be to see me repeat this so often on so many threads) XP struggled in VR until I read somewhere to turn off what Oculus calls Asynchronous Space Warp (ASW). Disabling ASW made a world of difference. But I only do this for XP. With everything else I leave Oculus on full auto.

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:+1:
I had/have Odyssey+ and Reverb G2. Not sure I ever used any scaling, motion repro or any features.

However, I’m actually using, I think this one is called, motion vector (seems they all have different names) on my new rig. Was just an experiment; haven’t had issues; never gets below 45, so far, no matter the map (DCS) or aircraft. So far :crossed_fingers:

I interpret this to mean it’s always running above 45, quite often steady at 90 FPS.

X-planes graphics should be faster than MSFS as it’s doing less in that department. It’s why the original Counterstrike runs at 250 FPS on my PC, while the newer version runs at 160 FPS. It’s about fidelity and not just age. Older stuff does less as the standard was different at that time.

If you go buy XP add-ons for complex aircraft with 4K textures, add-on for Clouds, inject live weather, mods for a higher resolution landscape mesh, add-on for ATC plus some traffic etc then it will start to perform worse.

XP12 with more effects like on the video probably had the goal to perform as well as XP11 but look nicer.

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It’s the best performing simulator that begins with X! :slight_smile:

Faster framerate than IL-2 BoX or even VTOL VR?

you just cant compare sims with games :grinning_face_with_smiling_eyes: :wink:

iirc there was one other ā€˜game simulating flight’ :wink: which didnt perform any better no matter what hardware you throw at it, it was FSX.

maybe its the whole world thingy with autogen not optimally programmed or something. dont know.

I mean XP move to vulkan was good move which increased overall smoothnes and allowed older PCs with reasonable grafics cards (there is min req for graphic card to run vulkan) but the fps stayed low anyway.

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Def better than box! VTOLVR isn’t really a sim IMO.

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No true Scotsman - got it. :slight_smile:

thinking about it further… maybe its the flight model programming in XP.
I mean before vulkan implementation the sim was CPU bound. with vulkan they offloaded CPU from the graphics work and moved that work to GPU. that improved the overall smoothnes. but flight modeling is obviously still case of CPU…

Flight model is a bit of a weird one in XP for me. I much prefer the feel of the DCS Huey and the HiP but it just uses plain look-up tables and none of Austin’s fancy blade element theory super-physics.

Aerofly FS 2 has/had an excellent graphics engine - could pump out a solid 90 in VR all the time. Might not pass the ā€˜it’s a sim’ bar though. :scotland: :wink:

For IL-2 BoX, I always like the VR framerate, just needed to turn the HUD off (it’s not a game!) and it would reach 90 FPS reliably. For 80 FPS for Oculus if you’re having to turn off ASW in XP11 then it’s not reliably hitting 40 FPS in VR.

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all counts, sims and games evenly :slight_smile:

zactly also AFS2 was on my mind with its good graphics and high fps as you mentioned. that one has slightly worse whole world implementation comparing to XP imo (do they use autogen on the parts out of the detail areas?).

dont know much about AFS2 flight modeling.

talking about FM of XP vs DCS I really like DCS Ka50 and DCS Mi8 but I feel like UH-1 is slightly overmodeled. here I prefer XP UH1 (from Nimbus), Bell412 (from XTrident) and now the new Bell206 (from CowanSim).

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I think that’s true. In fact I restrict it further by using the ā€œserver:asw.clock30ā€ command which locks the Oculus in at 30fps. I’ve always been tolerant of low framerates but intolerant of low clarity and poor aesthetics. I am gobsmacked by how well XP models helis. DCS is also great, no doubt. But I will never fly an Mi8 so I have no way of musing about the accuracy of the modeling. Tables work just fine. Tables guide the multi-million dollar training devices we use at work. And for 40 years they have been accurate enough for the FAA to allow pilots to fly passengers at the very moment they see the real machine for the very first time.

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In terms of overall experience, I do think XP11 wins the civilian helo for sure. In fact I now want to go fly it again and sort out my XP11 ortho a bit (it sits there looking at me on disk, with a ā€˜how come we don’t play ball anymore’ guilty look). I haven’t done XP VR for a while so my impression could be out of date as well.

I’m excited for XP12 - can’t be long now.

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We’ll probably just have to differ, there.

I’m one who’s waited at least a decade for the promised X-plane seasons, and watched as they ambled along with careful increments leading inevitably to…

The next version, and another inflow of cash for them. (and still no seasons)

Its what I expected if there were ever to be an X-plane 12, but instead, Laminar seem determined to make a dramatic leap this time, and that, as I said, leaves me to think they pretty much had to respond to the competition or be left in the dirt.

To me its just a tiny bit too serendipitous that spicy water reflections (and a nod to seasons) suddenly arrives in XP (plus other things of course) right after we see things like this in MSFS:

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Seasons will be nice. And the new sounds as well.

talking about reflections… I have that slider on minimal in XP11 as its just fps killer

one other fps killing experience, which I read about already somewhere, so did similar test

XP11.55, HIGH settings (min reflections oc), default Columbia 400, default scenery - 100FPS
XP11.55, HIGH settings (min reflections oc), default Columbia 400, ortho4xp scenery - 105FPS

so there is even something not good with the default textures. they are just too old and not optimized at this point!? maybe

but overall I really like XP11 as an application, it runs seamlessly in windowed mode and I can alt-tab at will without any harm to the app. also graphics settings changes on the fly ingame (except anisotropic filtering) is sign of very good app I would say. thats what I definitively like about it.

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Same with VR. It seamlessly allows the switch between 2D and 3. I often fly VR in windowed mode and once at cruise, set the autopilot and leave the app running while I browse Mudspike of FSEconomy. I can even make autopilot adjustments in the window without otherwise paying much attention. Nothing else I run gives me this level of flexibility.

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Some of the interesting ones…

The new HUD works by projecting a region of the 3-d panel in front of the aircraft in the distance, but only drawing it where it intersects a 3-d modeled HUD glass. This simulates the real-world HUD experience of the HUD being focused at infinity (and aligning with the horizon), while only being visible when the pilot’s head is within a specific 3-d box in the aircraft.

FADEC - X-Plane can limit the power output of altitude engines (or flat-rated engines) in order to not overtemp or overtorque them. In addition to thrust or torque limiting, X-Plane 12 can also limit to N1 or EPR values.

Helicopter governors - X-Plane 12 revises the interaction of collective and throttle control in helicopters. Existing helicopters retain the default behavior of X-Plane 11 until modified in Plane Maker 12 to opt into one of the new governor systems. The joystick control assignments for collective and throttle don’t change, but there’s a new joystick curve available for Robinson-style throttle control.

X-Plane 12 differentiates between pilot & copilot sides for cockpit animations, joystick hardware, and plugins.

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