Hi All,
To be clear, we haven't been slacking on this one. If we could've had this working in a day we would've pushed you an update a day after v11.10b1 was available for download. This isn't a small update we can release a quick/easy patch for. I'd almost say it's more intensive than the changes from v10 to v11. For anyone who's into graphics
- 11.10 uses a new method for controlling viewports. As a piece of software which performs viewport doubling for left-eye/right-eye, this is a major change for us to accommodate.
- 11.10 uses a new method for passing data to shaders. X-Plane 11.05 and earlier would pass matrices to shaders one at a time. Very easy to intercept, very easy to modify in-place (for left-eye/right-eye stereo), very convenient. They're now using UBOs, batched into a giant coherently-mapped buffer. It took us a few days just to figure out how X-Plane 11 worked now, and now we need to make some pretty substantial changes to support the new, much more complex system.
- With the above two changes come quite a few shader changes we need to deal with.
We're making very solid progress. Our goal is to have an update out so you can all enjoy X-Plane 11.10 in VR this coming weekend (assuming no major setbacks, always a possibility). In general you can't expect to pull a major simulator update and expect it to work with FlyInside right away. When major changes are made to the sim, we need to update our software.
Thanks,
Dan
PS. Props to the X-Plane team! Despite being a bit of a pain for us to accommodate, these rendering changes are a good thing, a nice step forward for modernizing the engine