News from the frontlines: quick followup of 4.37.3 and some news about 4.37.4
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Hi community, two topics today.
Now that 4.37.3 is out, I hope you are all enjoying it. We know, there are bugs here and there, and we are addressing it. Topic number 1: we plan to release a hotfix very soon with some more critical issues:
- CTD in MP when changing flights.
- Airbase lighting not working.
- Maddog not working.
- Fix broken clamp logic for right-throttle
- F15 fix paddle AP bug and release of weapons
We will begin testing it this week, if all goes well, expect a couple of weeks for release.
But what after that? That is topic number 2:
I know, you all have seen a lot of teasing about new terrain. But I will be honest: for now, it is still a bit far from reality. The ground war is not working as expected and we still have objectives misplaced. There are also performance issues that need to be taken care of. The good news is that some folks in our team are working on it and updating the internal version so that we can get more tests and improvement. How far? Very hard to say, but I wouldn’t expect it in the next 6 months. I could be wrong, though (for better or worse).
But… we are not waiting for it to finish. We are porting more things from our internal version to 4.37, so that in our next version you can have some nice stuff which are not terrain related. We are also adding some cool stuff. Our plan is roughly:
- Fixes of the bugs reported (so far not many…).
- PBR: in fact, screenshot thread already has a leak of this if you look closely
- OpenXR implementation: we saw great progress on this, implemented by a new coder. Very promising results, including AR.
- More F-15 modes, specially A/G.
- And internall, we will start transitioning some data to more modern format.
These are the main objectives, but we always add more stuff here and there.
My bet is to have 4.37.4 somewhere in Q1 2024. Hope I nail it this time
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Updated post to include missing dual throttle clamp fix.
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@Seifer What is Open XR and AR?
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@jagfour OpenXR is a new API to run VR (no longer needs SteamVR). AR is augmented reality, which can be used by folks with physical cockpit to run VR in a mixed environment.
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On the practical side, OpenXR for some people increases performance and avoids some SteamVR annoyances. It will definitely increase performance for those of us that have Dynamic Foevated Rendering (DFR) headsets like the Pimax Crystal. It may also allow for those of us that have PointCTRL to be able to use @fredemmott’s MSFS workaround. So to whichever BMS team member implementing it, hats off to you and looking forward to it greatly!!!
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As always, thank you for the updates @Seifer!
And of course many thanks to the Falcon BMS team!
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@Snake122 said in News from the frontlines: quick followup of 4.37.3 and some news about 4.37.4:
On the practical side, OpenXR for some people increases performance and avoids some SteamVR annoyances. It will definitely increase performance for those of us that have Dynamic Foevated Rendering (DFR) headsets like the Pimax Crystal. It may also allow for those of us that have PointCTRL to be able to use @fredemmott’s MSFS workaround. So to whichever BMS team member implementing it, hats off to you and looking forward to it greatly!!!
FYI Foveated rendering is GENIUS! I always thought that it would require the game engine to support it, but no, it’s working with BMS OOB!
The performance increase on my system with some custom Foveated settings (but still “no difference” in quality), can come to ~30-35% FPS improvement with the Dev (4.38) version which is GPU bounded.
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@Seifer said in News from the frontlines: quick followup of 4.37.3 and some news about 4.37.4:
My bet is to have 4.37.4 somewhere in Q1 2024. Hope I nail it this time
So… 3rd of January 2024 then?
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The AR part is very interesting. Is there some related information that I can more read about?
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yes 4.37.4 should be … bcoz 4.37.3 has alot of bugs like HDR lighting not working in the config even its ticked and specialy in the theater mods many aircrafts has no huds
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@P-J My experience is if config does not work, move the line to your personal config, then it works (Falcon BMS User).
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@b0bl00i said in News from the frontlines: quick followup of 4.37.3 and some news about 4.37.4:
@I-Hawk
Can you share some words how to configure this or link me to a post @I-Hawk
I’m running the Quest 3Thanks in advance.
It’s not yet available, it’s for 4.37.4
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Wonderful update.
Thanks to you and the BMS team! -
@Killroy can you please share the screenshot how to do this ?
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@P-J said in News from the frontlines: quick followup of 4.37.3 and some news about 4.37.4:
@Killroy can you please share the screenshot how to do this ?
Is this line in your
Falcon BMS.cfg
file (located in your Config folder)?set g_bHdrLighting 1
If not or it is set to
0
add it to yourFalcon BMS User.cfg
file.Check if that works.
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@CriticalMass yes its already there but not working in the game
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@P-J Perhaps move the discussion to its own thread. This isn’t the right place to discuss I think.
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@b0bl00i you may already be able to do fixed foveated rendering within certain settings. I don’t think it’s a direct option with the Oculus software, but there are mods apparently available for SteamVR and Oculus.
But to get dynamic foveated rendering, your VR headset has to have eye tracking built in, like the Crystal, Quest Pro, Varjo Aero, etc.
Foveated comes from fovea, your central vision that can actually see the detail, everything outside this area is naturally blurry. Fixed foveated rendering (FFR) will make the visual sweet spot of your VR headset even more noticable, but will reduce the amount of pixels needed on the edges of the headset for more performance. So you have to move your head around more for finer details. Dynamic Foevated Rendering (DFR) will use the eye tracking to move that spot of high resolution detail to where you are looking and the rest of the screen will be blurry, but you can’t actually tell that it is if your eye tracking is working because the rest of your retina doesn’t have enough detail besides for the fovea central point. It’s pretty amazing to think that’s what’s going on, and it works well.
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@Snake122 Do you know if the Quest 3 has eye tracking? Kinda looking at that for the moment (and Varjo Aero)