RealFlight Evolution DirectX 11 Public Beta Update: 10.00.070 is now available

Ryan Douglas

Administrator
Staff member
A new update is available for our RealFlight Evolution DirectX 11 public beta. If you don’t already know about the DX11 beta, please read this previous announcement before continuing. We encourage all RF Evo users to join in! It’s not too late.

The new version, 10.00.070, addresses a few more issues that users reported. Especially worth noting are the fullscreen mode developments which we want to get in users' hands for more widespread testing (more details below).

Our continuing thanks to everyone who has helped test the DirectX 11 update and reported their findings so far! Please continue doing so with the new version. We will post updates in the relevant beta forum threads for issues that we addressed in this latest update.


Release Notes:​

Improvements/Fixes
  • [71372] Fullscreen mode is reimplemented using a different approach with better behavior*
  • [84276] Full transparency in the specular map no longer causes unexpected and undesirable rendering behavior
  • [84277] Objects specified as Foreground Frames render consistently and correctly when using onboard camera components
  • [84244] Soft shadows have been tuned for improved appearance**
Aircraft
  • Numerous aircraft received art updates. In many cases the nature of the changes results in subtle differences, though in some instances the improvement is more substantial.
Additional notes
*Fullscreen mode:
  • RealFlight always renders at your current display resolution, using the entire screen
  • Switching between RealFlight and other applications, or accessing MFC menus and dialogs within RF, is quick and no longer causes lots of flickering
  • Fullscreen mode no longer changes the Windows display resolution, which affected the entire system and had some negative effects
  • The option to select a specific resolution is currently removed
  • Planned for a future update: Option to tune the rendering resolution. This should afford greater control over the balance between performance and appearance.
  • The fullscreen feature is still in development, but unlike in previous DX11 beta versions it is working again for those who want to use it, and we would like testing feedback
**Soft shadows:
  • As described elsewhere, at this stage we are generally targeting the appearance of the DirectX 9 visuals and trying to match them in DirectX 11. However, in the case of soft shadows we have elected to diverge from the DX9 behavior.
  • Numerous soft shadow issues remain which also existed in DX9. In particular, enabling soft shadows with shadow map quality set to low causes shadows on some objects to look especially bad.


How to Get It
See the “How to Get the DX11 Beta Build” instructions in this previous announcement. If you are already participating in the DX11 beta program, you only need to perform step #1.
 
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