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XP12 system requirements

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  • Author
4 minutes ago, Humpty said:

I think 24 fps is the minimum needed for linear motion , below that would be like running any game at 15-18 fps 

 

below 20fps xplane doesn't have enough data to simulate the flight physics and the entire physics model breaks in bad ways (even with the "slowing down time" hacks that gets everyone kicked off vatsim)

AutoATC Developer

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Just now, mSparks said:

below 20fps xplane doesn't have enough data to simulate the flight physics and the entire physics model breaks in bad ways (even with the "slowing down time" hacks that gets everyone kicked off vatsim)

I am pointing to the frames needed for the eyes :smile:

Ryzen 5 1600x - 16GB DDR4 - RTX 3050 8GB - MSI Gaming Plus

  • Author
15 minutes ago, Humpty said:

I am pointing to the frames needed for the eyes :smile:

I am just pointing XP isn't like "any game".

It took me some 12 months after first getting XP11 to work out that was the cause of nearly all of my sim woes, before then I then I had never even had the fps counter on, sometimes the physics would be OK, sometimes it was like the entire helo was trapped in glue. Then they did the "you can't sim under 20fps" during the beta and I got a clue to what was happening, then they allowed it with a warning and I could track it back to exactly that.

Then I got VR and it became even more obvious how important fps actually was.

The main reason I got used to XP11 on relatively low settings, is even on 30fps, the opengl "stutters" would quickly mess up a hover.

Now we have vulkan and next gen hardware I can have my cake and eat it.

Edited by mSparks

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1 hour ago, GoranM said:

Lighting engine.  Scenery.  Environment.  Performance.  Weather.  

 

 

You developers that knows what's coming with your NDA contracts can tease us with those goodies you know are coming! 🤣

Alexander Colka

Just now, mSparks said:

I am just pointing XP isn't like "any game".

It took me some 12 months after first getting XP11 to work out that was the cause of nearly all of my sim woes, before then I then I had never even had the fps counter on, sometimes the physics would be OK, sometimes it was like the entire helo was trapped in glue. Then they did the "you can't sim under 20fps" during the beta and I got a clue to what was happening, then they allowed it with a warning and I could track it back to exactly that.

Then I got VR and it became even more obvious how important fps actually was.

The main reason I got used to XP11 on relatively low settings, is even on 30fps, the opengl "stutters" would quickly mess up a hover.

Now we have vulkan and next gen hardware I can have my cake and eat it.

good for ya.

Ryzen 5 1600x - 16GB DDR4 - RTX 3050 8GB - MSI Gaming Plus

Well it appears LR are working on steam deck? Great news, mainly if 3rd party devs can still use the steam marketplace.

  • Author
58 minutes ago, akita said:

Well it appears LR are working on steam deck? Great news, mainly if 3rd party devs can still use the steam marketplace.

confirmed. They have the dev kit.

Also

 

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18 hours ago, Gary1124 said:

I have Ryzen 5 3600

32 gig DDR4 3000

RX 580 8 GIG

...

I'm sure it will handle XP 12.

The RX580 is getting a bit long in the tooth, so you may have to compromise here or there.

7950X3D + 7900 XT + 64 GB + Linux | 4800H + RTX2060 + 32 GB + Linux
My add-ons from my FS9/FSX days

  • Commercial Member
5 hours ago, alexcolka said:

You developers that knows what's coming with your NDA contracts can tease us with those goodies you know are coming! 🤣

🤐😉

5 hours ago, Bjoern said:

The RX580 is getting a bit long in the tooth, so you may have to compromise here or there.

Yes. It is out awhile but it still surprises me in P3D 4 and XP 11. I do intend to upgrade it as the situation may indicate. I think my Ryzen 5 will remain adequate for some time to come but I am thinking Nvidia when I upgrade GPU. I get CTDs I'm P3D running RXP GTN. Conflict with atioglxx.dll. 

But, I am hoping XP 12 has performance optimizations over 11 similar to what v5 did over v4 P3D.

6 hours ago, Gary1124 said:

Yes. It is out awhile but it still surprises me in P3D 4 and XP 11. I do intend to upgrade it as the situation may indicate. I think my Ryzen 5 will remain adequate for some time to come but I am thinking Nvidia when I upgrade GPU. I get CTDs I'm P3D running RXP GTN. Conflict with atioglxx.dll. 

But, I am hoping XP 12 has performance optimizations over 11 similar to what v5 did over v4 P3D.

They have already said there will be but all the other changes may reduce them, they may improve code etc, but if you demand more you will loose some. But lets wait and see teh preview.

6 hours ago, Gary1124 said:

I am hoping XP 12 has performance optimizations over 11

If so these will be centered mostly on making the GPU pull more weight...which does not help if your GPU is already running against some stops with XP11.

2 hours ago, Janov said:

If so these will be centered mostly on making the GPU pull more weight...which does not help if your GPU is already running against some stops with XP11.

My RX 580 8 gig does well with xp11. Not as well as with P3D but adequate. When I jumped from 8 gig ram to 32 gig it was day and night.

I think what people need to understand is the concept of "performance optimization".

Many think that it just involves "straightening" or "improving" code that was maybe written in a cumbersome or not optimal way. There is a (tiny) bit of that, but mostly the big performance gains you can see today when comparing a contemporary title (like MSFS) with legacy titles (like P3D or XP11) is leveraging the power of modern hardware in a better way.

There has been little to no improvement in raw CPU single-core computing speeds in the last decade. The majority of innovation happened in making CPUs multicore.

Instead all innovation happened in increasing the power/capabilities of GPUs.

So to make a title that performs optimal on modern hardware means to offload as much computation to the GPU (these are much stronger than the CPU) and also spreading out the computation over multiple CPU cores.

X-Plane will continue to have difficulties to adjust it´s code grown over many decades to be truly multicore-friendly...so the one vast yet to be lifted gain is shifting work onto the GPU.

Pretty much every GPU with sufficient RAM does "great" in XP11 - simply because XP11 does not ask the GPU to do much at all. This will change with XP12, I believe, and everyone with an old GPU that has been crying for "better graphics, please!"...will possibly regret his words 😉 But of course, there will still be XP11 to play!

Or you can sell a kidney and get a modern GPU 😆

Edited by Janov

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