Products Support > GSX Support FSX/P3D
No logo/no airline/no operator in GSX Level 2
dlh716:
Hey,
I allow myself to relaunch you to know if there is any news since last December regarding the logos of the operators on the vehicles?
Thanks in advance for your reply,
Yann
Captain Kevin:
They're focusing on getting GSX functional in MSFS, so I don't think anything has changed.
dlh716:
--- Quote from: Captain Kevin on April 18, 2021, 01:52:38 am ---They're focusing on getting GSX functional in MSFS, so I don't think anything has changed.
--- End quote ---
It's a pity that they do not wait to finish correctly the version available on Prepar3D v5 instead of wanting to focus on MFS. Because a few months late is forgivable but when you pay for such an addon that has you sold with some options, it's a bit of a shame to tell you that this one is not available and that it's not the developer's priority... but thanks for your reply!
virtuali:
--- Quote from: dlh716 on April 18, 2021, 09:33:12 am ---It's a pity that they do not wait to finish correctly the version available on Prepar3D v5 instead of wanting to focus on MFS. Because a few months late is forgivable but when you pay for such an addon that has you sold with some options, it's a bit of a shame to tell you that this one is not available and that it's not the developer's priority...
--- End quote ---
It's true we are working on GSX for MSFS first but, that doesn't mean the liveries for P3D V5 are being delayed because of that, nowhere we said this.
As already discussed so many times about this issue, everything related to liveries, custom liveries, jetway numbers and everything related to font rendering in GSX was made ( in P3DV4 ) using DirectX 11, and this is clearly indicated in the product description so, we assume P3D V5 users would know that DirectX 11 is not supported in P3D V5.
The problem is, DirectX 12 is very complex, very dangerous to use, leaving in the hands of the developer the responsibility to manage memory resources, and we all seen how easy is for P3D V5 to crash when VRAM is close to exhaustion and, the last thing we wanted, was to add another potential source of instability.
In ADDITION to that, DirectX 12 is even lacking features we relied on. The complete DirectWrite API, which renders True Type fonts in DirectX 11 has been removed, and Microsoft official suggestion would be to use an hybrid DX11/DX12 rendering system which, of course, takes even more VRAM, other than being increasingly complex. LM planned to use this to allow Windows 7 compatibility for P3D V5, but they dropped it.
So, which decided to stay away from DirectX 12 and, instead, move to a completely different system that use Html5 rendering for Render to Texture that has been introduced with 5.1. However, since it's a new feature, is still lacking features, for example the ability to use non-square textures, and each and every logo texture in GSX IS non-square. We have been asking LM to add this feature, and it's likely coming for the next update.
Assuming this feature will come with 5.2, and assuming it works correctly, then we might be able to START changing all GSX code that relied on DirectX 11 to use Html5 instead, which will take a while.
dlh716:
--- Quote ---Assuming this feature will come with 5.2, and assuming it works correctly, then we might be able to START changing all GSX code that relied on DirectX 11 to use Html5 instead, which will take a while.
--- End quote ---
I prefer to hear that. Thank you ;)
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