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FSXA Direct X 10 compatible development

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132
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france
Hello,

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This is a basic question that torments me in recent weeks.

How to ensure that when developing an aircraft for Flight Simulator X, it is 100% compatible Direct X 10. Or, conversely, be sure it is operating "solely" on Direct X 9. To add no portability is desired that it be on FS9 or Prepar3D.

So, is it just the use of such parameter in textures or materials? It goes further?

The subject is open :)

I'm hoping with this subject to have the tips to know the feature between 9 and Direct X for Flight Simulator X.

In addition to the search parameters on the forum and it was impossible for me to see if a topic has already been opened. In advance I apologize.

Thank you

David
 
Hi David,

I would say the best way to make sure is to follow the FSX SDK to the letter.

But on the other hand the question is a bit irrelevant, the DX10 mode in FSX is flawed, so hardly anybody uses it.
 
The big problem with so-called DX10 development is that you can use the SP2 SDK (Microsoft's own latest tools) and still get unpredictable results.

There are some users who remain staunchly under the misapprehension that developers aren't making things "DX10 compatible" but the reality is that, short of stripping out the things that don't work in DX10 there is no set of tools or processes that makes something DX10 compatible.

If you don't use any advanced material parameters (specular / reflection), and minimal fx, and no FS8 (groundpoly) surfaces then your scenery/addon will be fully DX10 "compatible"

.... unfortunately it may also be extremely boring.
 
I don't think the tool support is lacking, the dx10 mode in the sim is just buggy.

Send from my phone using Tapatalk, so excuse the short sentences and possible typos
 
You are correct, of course, Arno.

Unfortunately purchasers of scenery add-ons don't seem to understand this.

They will often tout benefits related to DX10 in terms of smoothness or water rendering, but will not accept that the coding was never completed / fixed.
 
Concerning airplanes, I work in creating pure FSX format planes and with several of my many releases, even with pure FSX SDK tools, the planes will malfunction in DX10 mode (not all) by showing one to several materials in 'FSX' textures (having FSX flight simulator written on the parts).

A very odd thing....


There is a large group of people that like to run DX10 and run into bugs with models. They get pretty upset, but its like, we compile our planes in FSX format and it has all DDS textures and things. Why its not working right is beyond me.


Bill
LHC
 
Wow thank you all for your feedback ;)

Sorry for my late reply, busy at work these days.

I therefore understood that FSX can not function entirely on DirectX 10 (it has not been programmed to). And that the DX10 mode is buggy.

I just follow all steps present in the SDK documentation to develop my plane work perfectly in DX9 mode and "simulated" of DX10.

There are also chances that the SDK tools risk of not doing their job.

So, I must not break my head with the DX10 mode to do well :)
 
Yes Dan,

8 months on and Steve's patches have been released and fixed a great many DX10 problems.

All of them? Last time I looked night textures on ASM coded groundpolygons still didn't work, but I haven't investigated since.

Amusingly, now that the original problems have been fixed (by fixing the engine, as we have been saying was required) there is still an expectation that any residual problems are due to the scenery!

It would be fair to say that DX10 has been fixed to the point where it is usable for 'most' users, however. That seems to be quite an achievement.
 
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