hi Umberto, borrow this thread, is there still any possible for real RTT in v5?
A real RTT would be nice to have but, it comes with many issues:
- DirectX 12 is way more complex and potentially dangerous to use. The very existence of this thread here is exemplary: there's a problem that is clearly internal to P3D and can be easily verified as such, since GSX is by no means the only application that use a menu, yet users come here asking for support and who knows how many will not come here and will just assume it's a GSX issue. And here we used a 100% safe and documented Simconnect call which everybody else uses too. Imagine what will happen if we added something that COULD theoretically crash the sim with a DXGI error, using a technique basically nobody else use. See how much time it took to LM to finally reach some kind of stability with DirectX 12, and they wrote the whole sim and they have the ability to debug it, we couldn't possibly do the same, and I'm not very confident selling something based on a technology I didn't fully grasp myself.
- Almost all users asked for RTT because they wanted multi-liveries for GSX operators and jetways, and we brought them back recently. Sure, without the ability to use custom textures but, we also added like 300 extra liveries for jetways and improved lots of the existings ones for the ground operators that we hope it would be less likely you'll ever need a custom texture.
- P3D is no longer the only sim we need to support.
GSX for MSFS will eventually come and there's no way Microsoft will ever allow something as potentially dangerous like access to DirectX in the sim ( they don't even allow standard .EXE files in the Marketplace, the only way to create "proper" executables is using the severely limited WASM that cannot do much other than reading/writing in its own folders ). So, for MSFS, we will use exactly the same method for multi-liveries as in P3D V5 so, it made sense to work on it, so it will stay as the new "standard" way of doing airport customization, for both sims.
This commonality is what will allow use to continue to support GSX in P3D for the foreseeable future.