I read the post explaining the difficulties, but P3D v5 has been out for over a year.
I don't see how this would have made any difference, the way DirectX 12 works ( a lack of features we *used* in DX 11 ) wouldn't change just because we had more "time" to look at it.
In other words, depending on 5.2 to solve a problem that some other developers have already solved sounds a bit weak. Anyway, sorry for the rant, but any updated information is appreciated.
I don't think is there another product that has hundreds of liveries, which were ALSO easily customizable by users, which were ALSO easily added without adding hundreds of new objects each time you added a new livery, and I don't think there's another product that had dynamic text, such as variable jetway numbers, fuel counters, information panels and this was ALL made thanks to DirectX 11. So no, no other developer ever did something remotely similar or "solved" anything.
If you read my explanation carefully, you would have know DirectX 12 doesn't even any font rendering feature, because Microsoft removed DirectWrite from it, which was exactly what we used to do any kind of text. Or, more precisely, Microsoft suggests to mix DirectX 11 + 12, which is hard on VRAM, and even more unreliable than DirectX 12 alone could ever be.
Do you honestly think P3D V5 is MORE or LESS stable because of DirectX 12 ? Do you want another add-on taking extra VRAM and mess with DXGI, as if it wasn't already too unstable on its own ?
any updated information is appreciated.
I don't know what you mean with "updated" information. My last post here in this thread you are replying right now dated April 18th. How many updates you need, wasn't that post clear enough ?
And, before someone would expect we'd have custom liveries GSX as soon as P3D 5.2 comes out, I'll repeat again what I already wrote in my last post:
- It's not CERTAIN 5.2 will add the most crucial feature we need, which is support for non-square textures, which is currently missing from 5.1. We have been promised it should make it in 5.2, but we don't know that for sure.
- Even if 5.2 came out tomorrow with support with non-square textures in HTML, it would only mean we could START working at it. There's no way to say how much time will take to REDO all the work we did in DirectX 11 using HTML5, because that change has so many effects on the scenery editor, the existing GSX profiles, and we'll also have to keep some compatibility with P3D 4.4 too, because HTML is not there, so we would have to handle both cases, which are fairly different.
- It's still possible we might find issues even in the final 5.2 version we might not expect right now that might be showstoppers, since did only some quick tests if the basic works, but nothing serious like, for example, how Html rendering would work with hundreds of jetways with logos or many ground vehicles at the same time. Nobody knows, maybe we found is too hard on fps that might not be usable.
The Plan B, if that happens, would be going back to FSX-style multi-liveries, that is a different Simobject for each variation. It will be less flexible to use, it won't have any text rendering ( so no jetway numbers or active text ) and will slow down the sim startup, like an AI traffic pack with thousands of models. But at least you'll get multiple liveries in P3D V5.
And, this will be my LAST post about P3D V5 GSX liveries. From now on, everybody asking for it will be directed here, so the topic is closed.