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Universal control remapper x plane 11
Universal control remapper x plane 11













  1. #UNIVERSAL CONTROL REMAPPER X PLANE 11 DRIVER#
  2. #UNIVERSAL CONTROL REMAPPER X PLANE 11 CODE#
  3. #UNIVERSAL CONTROL REMAPPER X PLANE 11 MAC#

– These renderers have ‘steps’ in their quality via the settings, including an ultra-low-quality mode for hard-luck GPUs.

#UNIVERSAL CONTROL REMAPPER X PLANE 11 DRIVER#

– A forward and deferred renderer for desktop, targeting 3 driver APIs If this seems like a lot of rendering code, remember that _right now_ we ship: This would be an _intermediate_, not _low end_ renderer – we’ve seen from the iPhone X that it can do more than we ship on mobile, particularly if we take advantage of knowing at the API level that it is a tiler and has shared on-chip memory.

#UNIVERSAL CONTROL REMAPPER X PLANE 11 CODE#

So in theory we can write rendering code for big discrete GPUs to maximize graphics, targeting NV and AMD cards, and we can write a second pile of rendering code that targets Apple GPUs for the ARM Macs and iPhone Xs. We already share code between mobile and desktop. Plugin developers: once Big Sur and the new X-code are out and we have an ARM plugin SDK, you can add a new architecture to your project and that should be it, as long as you don’t use any x86 assembly code in your add-on. This situation is exactly the same as the PPC->x86 transition we went through years ago.

#UNIVERSAL CONTROL REMAPPER X PLANE 11 MAC#

(This option is available for all apps that are universal on an ARM Mac – you turn “Use Rosetta” on or off in the app properties.) Users with ARM Macs will have the choice to (1) run ‘natively’ in ARM for higher performance and use only plugins that are universal or (2) continue to run x86_64 code under Rosetta, so that all plugins work. At this point, plugin authors can start recompiling plugins to contain both types of code as well. In the future, we will have an X-Plane build that is “universal”–that is, it contains ARM and x86_64 code, and we will have a plugin SDK that contains both ARM and x86_64 code. So if you run it on an Intel Mac, it just works, and if you run it on one of the new ARM Macs, it will run using Rosetta, which will translate the code as you fly. X-Plane 11 is an x86_64 app, as are all plugins ever written for it. Now, how is this going to work with X-Plane and plugins? The take-away here is that Apple doesn’t just have fast chips for their new machines, they might have the fastest ones. One more for perspective:ĪMD’s new Ryzen 5900X, which is a great chip, with a 105W TDP: That’s…a pretty high score for Apple’s first trip into desktop land. Here’s my 27″ iMac – Intel says the i9 in it is a 95W part:Īnd here’s a new M1-based MacBook Air, with 8 cores running at ten watts: It targets laptop and low power use cases, not gamer-class hardware, and it’s not a discrete GPU. The rest of this post is probably only of interest to Mac users, but for Windows users, it’s worth noting that the M1 chip is fast. On Tuesday Apple announced new Macs powered by Apple’s M1 chip, a custom ARM system-on-a-chip based on the Apple A-series System on a Chip (SoC) from the iPhone and iPad.















Universal control remapper x plane 11