The Prepar3D team is proud to announce a partnership with Saitek where default profiles have been added for the latest Saitek Pro Flight hardware in Prepar3D v2.1.
We encourage you to check out a recent blog post by Saitek for more information on their Pro Flight Simulation Range of training hardware.
See an unboxing of their new X-55 Rhino H.O.T.A.S. System here:
See an example of the full range of Pro Flight simulation products offered that now support Prepar3D v2.1 here:
Today announces the release of the next evolution of Prepar3D v2 with Prepar3D v2.1. Updates to Prepar3D v2 are available in both a patch to an existing v2 installation, or as a new installer from your Purchased Downloads page. If you are a current Prepar3D v2 user, there is no charge to upgrade.
The Lockheed Martin Prepar3D team loves hearing about your experiences with Prepar3D at our forums. The forums also give us an opportunity to listen to your feedback as we continue Prepar3D development. We’ve partnered with our forum users and with several 3rd party solution developers to continue to bring added features, enhancements, optimizations as well as additional backwards compatibility, bug fixes and additional stability to Prepar3D v2.
“All issues FlyTampa raised with regards to Airport development, have been fixed in Prepar3D v2.1″ – FlyTampa
We hope you find Prepar3D v2.1 continues to support your learning, simulation and training objectives. We are excited to bring this patch and update to Prepar3D v2 to the community today, and have already begun development on several new and exciting features for Prepar3D v2.2. Keep an eye out on Prepar3D.com for new developer blogs in the future outlying the new features coming in v2.2.
A full transcript of what’s new in v2.1 is available for reference below:
Requested Features and Enhancements Implemented in Prepar3D v2.1
After receiving great feedback from our user community, we have implemented new application enhancements and made a large number of fixes to improve the stability and usability of Prepar3D v2.
Rendering, Performance, Backwards Compatibility, Weather and Clouds
Rendering Features Added
- DirectX® 10 fallback hardware support for DisplayLink and other monitors
- Dynamic shadows now can be enabled to render when you do not have tessellation (GPU Terrain) enabled
- Further optimizations and enhancements to prevent microstutters that were reported
- Further optimizations to the autogen and terrain paging system
Rendering/Performance Issues Resolved
- Lessened the specular shine on terrain to help alleviate anti-aliasing on runways, roads and terrain
- Fixed an issue where the HDR lighting feature could get into bad rendered states with extreme darkness
- Lightened star and other reflections at night
- Fixed an issue where Effect EffectParams didn’t turn off lights or effects
- Fixed an issue where airport light beacons cast shadows
- Fixed an issue where cloud and fog visibility was rendered at about half of what was set
- Fixed an issue where terrain lighting and shadows could be in wrong direction
- Fixed an issue where windsocks did not visibly change at all, always pointed North
- Fixed a rendering issue where a white square was visible around the moon
- Fixed an issue where boat wakes were not being rendered on certain AMD graphics cards
- Fixed an issue where clouds could be seen through the horizon through thick fog
- Fixed an issue where a black screen could occur with HDR Lighting feature enabled
- Fixed an issue where a black screen could occur going in and out of fullscreen
- Fixed a rendering issue where progressive taxi arrows were not rendering
- Fixed a rendering issue where emissive objects were fogging inappropriately leaving artifacts on the sun and moon
- Fixed an issue where the new dynamic shadows did not respect tiled textures
- Fixed a large performance loss when main Prepar3D window did not have primary focus
- Fixed a large performance loss when moving panel(s) to a second monitor
- Resolved a few memory fragmentation issues
Additional Backwards Compatibility Features Implemented
- Resolved a rendering issue where white boxes could be seen around Orbx FTX Global lights during the daytime
- Resolved an issue where the Orbx FTX Global lights were not rendering along roads
- Resolved an issue where Orbx FTX Global lights cast shadows
- Resolved several legacy night apron/taxiway/runway approach lighting issues
- Resolved an issue where custom photosceneries weren’t blending well with shorelines
- Resolved an issue where light cone effects were rotating incorrectly about the z-axis
- Resolved an issue where shadows and batches were rendering off on zero altitude batches
Weather and Cloud Issues Resolved
- Fixed an issue where weather and cloud coverage issues with 7/8 in the UI not applying
- Fixed an issue where cumulus type clouds received NO cloud bottoms from the cumulus01 bitmap
- Fixed an issue where stratus and other clouds render at incorrect heights than what was set via the UI or SimConnect
- Fixed an issue where only one texture from each cloud group was being used
- Fixed an issue where during any WeatherSetObservation from SimConnect there was a “zero” altitude wind layer inserted at 75°C
- Fixed an issue where in the basic weather UI, setting wind speed to none did not clear wind speed
- Fixed an issue where rain and snow effects did not render across entire widescreen or multiple views
- Fixed an issue where rain and snow effects did not render when moving locations within the same airport
- Fixed an issue where temperature changes worked differently when set the same from SimConnect vs the in-simulation UI for non-GLOB observations
Additional Default Controller Profiles Added:
- Saitek X52
- Saitek X52 Pro
- Saitek Rudder Pedals
- Saitek Cessna Rudder Pedals
- Saitek Combat Rudder Pedals
- Saitek Pro Flight TPM System
- Saitek Pro Flight Cessna Yoke
- Saitek Pro Flight Cessna Trim Wheel
- Saitek Pro Flight Yoke
- ThrustMaster T.160000M
- ThrustMaster T.Flight Stick X
- ThrustMaster T.Flight Hotas X
- ThrustMaster Joystick – HOTAS Warthog
- ThrustMaster Throttle – HOTAS Warthog
- Redbird JAY Rudder Pedals
- Wireless Controller (Playstation 4 Controller)
Controls Issues Resolved
- Fixed an issue where joysticks could disconnect mid-flight on Windows 8
- Fixed an issue where flights started with full throttle regardless of the vehicle’s throttle position
- Fixed an issue where SimDirector control settings were not importing/exporting from the user interface
- Fixed an issue where joysticks remapped for iSimObjects but the keyboard did not
- Fixed an issue where imported control setting profiles got merged with existing settings instead of overwriting them
SimConnect and Software Development Kit (SDK)
- Added additional getters for new methods to the camera system
- Fixed an issue that prevented the included ExternalSim sample from working
- Fixed an issue where the included Cabdir tool in the SDK was not working
- The PDK Rendering documentation was overhauled and several examples were added
- The SimDirector documentation was overhauled and several examples were added
- Fixed an issue where ISimObjectAttachments.h was left out of the SDK
- Made several clarifications to the weather documentation that was causing confusion
- The Weapons documentation was clarified and updated and the weapons and targetting gauge was included as an SDK sample
SimConnect Issues Resolved
- Fixed an issue where SimConnect value “ELECTRICAL MASTER BATTERY” cannot be written
- Fixed an issue where SimConnect FlightLoad was not working with .fxml files
Professional Plus Bugs Resolved and Documentation Added
- Resolved a crash when setting Health Points with an Int datatype
- Fixed an issue where SimConnect exceptions where thrown when removing an AI Weapon entity
- Fixed several rendering issues where attached weapons could render behind aircraft
- The weapons documentation was clarified and updated
- Include weapons and target gauge as an SDK sample
Updates to Included Air Vehicles
- Internal stores added to the visual model. (AIM-9X, AIM-120C, GBU-31 and GBU-39)
- Left and Right AIM-9 bays coded to be independent of each other. Now work on Exit 3 and 4
- Right Afterburner flame effect now independent of the left afterburner
- Elevator effectiveness reduced for more stable pitch authority
- Roll effectiveness reduced for more stable roll authority
- Increased airspeed overstress value to more realistic values
- Various internal code changes made to on-board systems
- Updated various audio elements
Dino Cattaneo F-35A
- More responsive auto-pilot
- New effects
- New, more-detailed pilot
- New textures
- Addition of a 2-D panel
Additional Features, Crashes and Issues Resolved
- Resolved an issue where the installer would report that it could not write value to complete to key
- Reverse order of sorting on favorite and date/time on load flight screen
- Scenario startup screen enhancements
Resolved Crashes Within Prepar3D
- Resolved the reported ‘Pure Virtual Function Call’ crash with AI traffic enabled
- Fixed several issues where the scenery library could be causing crashes
- Fixed several instances where the flight planner was causing hard crashes
- Fixed a crash caused by sending incorrect object names through SimConnect
- Fixed a crash caused by running Prepar3D.exe with the -cfgdir command line option
- Fixed a crash where addon aircraft with incorrect LUA code could cause a crash in select vehicle screen
- Fixed a crash where virtual cockpit mip/mapping could cause crashes with vehicles that cannot re-initialize their gauges
Miscellaneous Issues Resolved
- Fixed an issue where instruments could disappear when using multiple monitors
- Resolved an issue where boat pitch could be rendered incorrectly
- Resolved an issue where planes could bounce on runways
- Resolved a memory leak with aircraft sounds not being freed if no sound devices are present
- Resolved an issue where the Scenery Library allowed for duplicate folder entries
- Resolved an issue where the Scenery Library had un-removable required=false scenery.cfg entries
- Resolved UI rendering spacing and visibility issues in the fuel and payload UI screen
- Resolved UI rendering spacing and visibility issues in the Facility UI screen
- Resolved an issue where some graphic settings were not getting written out to profiles
- Resolved an issue where sound settings and deviced selected did not save out to profiles
- Resolved an issue where users could not hear DME (morse) ident sounds
- Resolved and issue where weapon cameras would not go to static when the weapon detonates on impact
- Resolved several texture.cfg spacing issues in included aircraft
- Resolved an issue where clickspots in Virtual Cockpits weren’t working
- Resolved an issue where under bathymetry dynamic water a user could switch from sub to aircraft and could end up in an infinite crash loop
- Fixed a growing memory leak entering and exiting UI screens
Performing at New Heights – Introducing the all new Prepar3D v2
The most affordable high-fidelity visual simulation platform on the market today is a few days away from revealing a whole host of exciting new features and capabilities.
Create missions and learning experiences in minutes with the intuitive all new SimDirector!
Prepar3D v2 will offer the highest-fidelity immersion brought to you by an all new DirectX11 rendering engine. Experience like never before realistic shadows, volumetric fog, dynamic lighting, special effects, cockpit self-shadowing, HDR lighting and much more!
Also, we are proud to introduce Prepar3D Professional Plus for serious military training where combat scenarios involving a complement of weapons and sensors can be rehearsed in some of the most remote areas in the world.
Prepar3D v2 will be available for purchase and digital download via the Prepar3D.com store on Monday Nov 25th.
What do you need to know before considering purchasing Prepar3D v2?
What are the system requirements to run Prepar3D v2?
Below are the minimum and recommended Prepar3D v2 system requirements. The faster the processor and video card present will enable additional rendering engine features to add to the immersion.
||Microsoft Windows 7 (32-bit)
||Microsoft Windows 7 (64-bit)
||Quad Core 3.0 GHz (Per Core) +
||4 GB +
Hard Drive Space
||30 GB (3 GB for the SDK)
Graphics Card Video Memory
||2 GB + (GDDR5 or better)
Graphics Card Other
||Full DirectX 11 Support (currently, DirectX 10 is not supported)
||Administrator Rights (For Installation)
1024×700 minimum screen resolution
Is Prepar3D v2 Compatible with Windows 8?
Yes, Prepar3D v2 is compatible with Windows 8. However not all hardware drivers have been updated for Windows 8 so it is important to check with the manufacturer of your hardware when upgrading to Windows 8.
What if I Don’t Have a DirectX11 Video Card, Can I Run Prepar3D v2?
Prepar3D v2 requires a DirectX11 fully compatible video card. If there is not a DirectX11 video card, Prepar3D v2 will not run.
What are the license options and pricing for Prepar3D v2?
To see which version of Prepar3D® is right for you, please reference the chart below.
Acceptable uses of Prepar3D include Simulation, Learning, and Training. An Academic License is provided at a discount for students. Prepar3D v2 Professional Plus has additional features for military training.
||Prepar3D Professional Plus
|K-12 After School
As provided in our End User License Agreement, the Prepar3D application is not to be used, offered, sold or distributed through markets or channels for use as a personal/consumer entertainment product.
What are the differences between Prepar3D Professional and Prepar3D Professional Plus?
The major difference is the Prepar3D Professional Plus license as described above has additional features specific for military training. Look for additional information as we update the product overview pages this week.
Is Prepar3D v2 still backwards compatible with legacy content?
Yes. The Prepar3D development team has partnered with several developers to ensure that most legacy content is backwards compatible. That being said there are many, many different ways to build the same content, so there are possibilities that some content might not be fully backwards compatible. Your best bet, as always, is to check the license of your addon content to ensure it is licensed to be used in Prepar3D, and to check with the developer of that addon content.
Are any new vehicles included in Prepar3D v2?
Yes! We are very excited to announce that IRIS Flight Simulation Software will be including a brand new F-22 for Prepar3D v2:
IRIS F-22 Interior for Prepar3D v2
IRIS F-22 Exterior for Prepar3D v2
Dino Cattaneo and the India India Alpha Foxtrot Echo team will also be including a version of their F-35A:
F-35A Interior for Prepar3D v2
F-35A Exterior for Prepar3D v2
We are also very proud to feature a new Bonanza A-36 from Carenado:
A36 Interior from Carenado for Prepar3D v2
A36 Exterior from Carenado for Prepar3D v2
And a new Extra 300s from Alabeo:
Extra 300s Interior from Alabeo for Prepar3D v2
Extra 300s Exterior from Alabeo for Prepar3D v2
Can I have Prepar3D v2 and v1.x installed on the same machine?
Yes. Prepar3D v2 can be installed side-by-side with Prepar3D v1.x if the computer meets the minimum system requirements.
I have Prepar3D v1.4, how do I know if Prepar3D v2 is right for me?
Prepar3D v1.4 was the last release of Prepar3D v1.x. All future updates to Prepar3D will be for Prepar3D v2. Prepar3D v2 brings many new and exciting enhancements to the platform. Please keep an eye on Prepar3D.com in the coming days for additional features. In the meantime, please check out some existing links of beta testing videos and screenshots of Prepar3D v2:
I have Prepar3D v1.4, do I get an upgrade or a discount for Prepar3D v2?
If you have purchased Prepar3D v1.4 within 60 days of your purchase, per the refund policy, you can request a refund and then purchase the desired license of Prepar3D v2. There are no exchanges, upgrades, or discounts available.
I have a developer’s license for Prepar3D v1.x, how do I update to Prepar3D v2?
If you are a monthly subscriber, you can cancel your v1.x monthly subscription and purchase a v2 developer subscription. If you wish to keep your v1.x monthly subscription you can keep renewing it and have both versions installed on the same machine. If you have purchased a pre-paid developer subscription and wish to change it out to a v2 developer subscription, please email firstname.lastname@example.org and they will take care of you.
Becoming a SimDirector: Scenario and Mission Generation
Prepar3D needed a new way to plan, design, and implement training and learning scenarios. For that reason we created SimDirector, a complete mission and learning scenario tool suite that will ship free in all versions of the Prepar3D v2 SDK. The main goal for SimDirector was to bring more refinement to editing the Prepar3D mission world and to help make it more intuitive and easier to create structured learning and training experiences. Prepar3D now meets it’s ‘learning missions in minutes’ goal we set out for from day one.
With SimDirector users can now rapidly and easily create and share structured learning experiences. Teachers, instructors and students can easily create lessons, instructions, flight scenarios, all with dynamic feedback to the user. Developers of complex addons can now easily record and save virtual instructor lessons with their aircraft to show their users how to operate the aircraft or perform complex procedures, instead of having to just refer them to flight manuals or pre-flight checklists. There are now many new exciting opportunities to make this more interactive.
SimDirector has three distinct modes that give you all the control and insight you’ll need to create incredible missions. The three modes, which are explained below, are:
||World Editor is used to place the required world objects, define mission logic, and create the framework and core of the mission.
||Virtual Instructor is used to create detailed instruction for instrumentation and create sessions that will interact with a virtual cockpit.
||Mission Preview allows the mission to be played through while monitoring the simulation and the logic for success; essentially giving the ability to debug missions.
Directing in World Editor Mode
SimDirector – World Editor Mode
Above you’ll see a screenshot of the default layout of World Editor Mode. All of the windows are configurable, but the ones we open by default tell a good story of how much easier it is to create learning experiences with SimDirector in Prepar3D v2.
Along the left side you see the new Mission Catalog and the new Mission Objects listing that give easy control over all of the objects available to add to the mission and the objects that are already placed in your mission. In the catalog you can easily search and filter the thousands of available objects based on category aided with identifying colors and icons, or use a text search to find exactly what you are looking for. Don’t know what you’re looking for? Well now the mission preview shows the rendered object before adding it to the mission and your placed objects list.
Adding objects to the mission has never been easier, you can drag-and-drop to an exact location or you can just double click to add it to the center point of the map view. Either way it gets added to your placed objects list.
Because large missions could get out of hand with the number of elements needed to support them, instead of having a list of hundreds of objects, SimDirector now has the ability to organize them into groups. You’ll see a good example of groups on the Mission Objects portion of the screen.
Grouped Mission Visualization
We’ve made interacting with Prepar3D in this mode like you would expect from any other top down map. You can now pan (middle mouse button) and zoom (mouse wheel) while interacting and selecting your placed world objects (left mouse click). Working with and manipulating the objects in the scene no longer needs an extra controller and still gives more control than ever before.
Interacting with objects in the world has been made easier as well. To build a successful mission, objects need to be connected and object properties need to be configured. All of this can now be easily done in the Property Window along the right side of the screen. If you are familiar with the Object Placement Tool (OPT) all of the fields will look similar and you’ll know exactly what to do. For those of you who aren’t, you’ll notice the gray box at the bottom will update and tell you exactly what the property you’ve selected does. You won’t need to flip open the Learning Center or search on the internet just to guess what a particular field is used for.
A new mode, Mission Visualization, was added to easily allow you to see how your mission was structured, and to quickly
Mission Validation Window
connect the logic elements together. Everything is color coded, and everything is labeled, and you can now look quickly at the mission visualization graph and trace the logic and training path in even the most complicated of learning scenarios.Also for those who are unsure whether they are connecting things correctly there is now the option of showing the dynamic validation window which will identify errors in your mission. Just like in other applications if you double-click on any error or warning the appropriate offending object will be selected and show in your properties window.
Virtual Instructor: Taking Control of your Flight
SimDirector – Virtual Instructor Mode
Whereas World Editor Mode is more about the objects external to the vehicle, the Virtual Instructor Mode is geared towards creating interactions inside the vehicle. There are three things that make up Virtual Instructor: sessions, focal points, and view changes.
Focal Point Example
The session editor is really a new paradigm in Prepar3D missions. It allows the mission creator to program interactions with the cockpit that can be dynamically triggered at any point in the mission. The session editor allows the mission creator to record any number of clicks in the virtual cockpit that can then be later played back when the mission is being flown. Dialogs and delays can then be added to the session to allow for a full demonstration for flight tasks.
The next two items, focal points and view changes, are part of the Virtual Instructor Object editor. Focal points allow the user to create box highlights that can be activated and deactivated during the mission. Need to indicate to the pilot to look at their attitude and to pay attention to whether or not they are slipping or skidding through a turn? Draw a box around it.
The view change action is the last major piece for the Virtual Instructor and it allows the mission creator to control the camera. We completely overhauled the camera system for Prepar3D v2, and the view change action is a great example of it. You can now pan and zoom and have nice immersive sweeps and animations between view changes.
All of these objects allow the mission creator to artificially interact with the person flying as the end user. It is important to note that all of these objects need to be linked into the mission logic in the world editor.
Mission Preview: Finding Faults
SimDirector – Mission Preview Mode
In Mission Preview mode you can trace the entire execution of your mission in two discrete ways. The Mission Visualization that you used to create the mission now is a visual indicator for your objects firing as the mission is tested. There is also an output window which will indicate in sequential order when objects are fired.
On top of both of these automatic methods for debugging your missions there is the capability to monitor simulation variables during the preview. Once you start monitoring you can configure profiles for each of the vehicles you want. This allows you to add things like altitude and heading as simulation variables to monitor and then watch them change real-time as you fly your mission.
Mission Preview Monitoring
With all three of these methods of looking behind the curtain as you test your mission it becomes a relatively simple exercise of finding the faults in your mission.
SimDirector: In a nutshell
SimDirector is about giving the mission creators, all of you, the ability to control as much as you want. It is about ease of access to all of the information you need and the ability to quickly and efficiently edit and test those changes. Everything that was touched on is just a quick insight to what we have done for Mission Creation in Prepar3D but there is so much more available!
We are really excited about the opportunities this will open for mission creation and training in Prepar3D and cannot wait to see what you SimDirect!
Thanks for reading this week’s developer blog for Prepar3D v2.0, stay tuned for additional developer blogs in the future as we continue to outline some of the new and major enhancements for Prepar3D v2.0.
Software Manager, Prepar3D Development Team
Prepar3D v2.0 Developer Blog – DirectX11
Volumetric Fog and HDR Lighting in Prepar3D v2.0
As many of you are aware, since the release of Prepar3D v1.4, and even earlier actually, parts of our development team have been working on Prepar3D v2.0. With Prepar3D v2.0 coming out later this year, it has many new and exciting features which we will begin to highlight in developer blogs, and the spotlight of this first developer blog will be on Directx11.
The core rendering engine in Prepar3D has been completely overhauled and updated from DirectX9 to DirectX11. The biggest benefit to this is that now Prepar3D is able to better take advantage of modern graphics hardware. In a nutshell, upgrading your graphics card will now increase either your performance or the fidelity of what you are able to see in the simulation. It also allows us to implement new and modern rendering features.
Regarding performance, I’ll briefly talk about some of the features of DirectX11 and how taking advantage of them in Prepar3D v2.0 will allow for a better simulation, training or learning experience.
Instancing allows the rendering system to have graphics cards draw multiple copies of the same object at once. This is most noticeable where many of the same objects are displayed multiple times. A great example of this is in the autogen trees. With the right video card, be ready to max out those autogen sliders with much less impact to performance. Not only do trees perform better, they also transition in smoothly rather than popping in. The system can actually instance model parts such as wheels and switches too.
Dynamic Aircraft Self-Shadowing in Prepar3D v2.0
Tessellated Terrain on the Graphics Card
The previous work being done to generate the terrain and its mesh is now able to be done dynamically on the graphics card. This allows two very noticeable differences, the ability for fully dynamic day and night cycles, and greatly improved terrain paging performance.
With the terrain lighting now able to be done dynamically on the card, shadows and lighting are updated in real-time, whereas previous shadows and lighting had to be baked into the textures and reloaded as the time of day changed.
Multi-threading essentially allows more work to be done on background threads as opposed to the main processing thread. In Prepar3D v2.0 we are now able to do optimization in parallel on background threads, as well as perform shader compilation on background threads which in addition to the tessellated terrain helps to greatly reduce those stutters so many people were seeing in the legacy engine as the CPU tried to page in all that terrain and all those textures.
Self-Occlusion Shadowing in the Virtual Cockpit View
GPU Particle and Effect System
Effects are now simulated on the graphics card. Training scenarios with many more effects rendered in the scene are now possible.
As I mentioned before , with more of the work being done now on your graphics card, we are able to open up new rendering features for v2.0. In the future with each point release we can now more rapidly and easily update and add new visual features as well.
Real-Time Shadows and Lighting
Prepar3D v2.0 now has support for fully dynamic variance cascaded shadow maps. The Prepar3D shadow system is fully customizable, including configuration
of the number of shadow cascades, their draw distances, and their logarithmic spacing. We of course simplify all of these things into a handy slider, but the options to tweak the shadow system to your heart’s content is there. Some of the other shadow system features we are excited about include full support for object self-occlusion,
An Example of Dynamic Shadowing in Seattle
including virtual cockpit self-shadowing, the terrain being able to receive and cast shadows in real-time, as well as day and night and weather support. Seeing the moon or lightning affect the shadows in the virtual cockpit really adds to the immersion. Regarding everyone’s favorite request for cloud shadows, we are working on them, and if they don’t make it in for v2.0 we will get them in for v2.1, but we’re hopeful to have them in for v2.0.
Regarding lighting, one of the biggest features we have implemented is the support for specular terrain lighting. What that means is that land classes now support specular values that will affect how they reflect light (snow and roads now reflect light differently, snow is shinier, etc.). Another lighting feature is a redone bloom system and a new HDR lighting system which better simulates the effects of lights on your eyes as you train. The new HDR system includes both a more realistic bloom model, as well as dynamic tone mapping, which adjusts the color palette of the screen based on the overall brightness. This means that when you are in a virtual cockpit the outside will appear much brighter than the relatively dark cockpit.
3-D Waves and Water Surface
While in v1.0 of Prepar3D we added the bathymetry feature to allow users to simulate and train under the water surface, our water surface was still flat. We now have support for a vibrant new 3D living water surface. Dynamic 3D waves are based on weather conditions and wind speed. SimObjects like boats and planes have more options to calculate their normal so with a little updating they will be able to realistically flow and rock on the waves.
Prepar3D v2 3D Water Surface Example 1
Prepar3D v2 3D Water Surface Example 2
Prepar3D v2 3D Water Surface Example 3
Prepar3D v2 3D Water Surface Example 4
Volumetric Fog in Prepar3D v2.0 – Example 2
The fog and cloud system also got a new feature with the ability to now have volumetric fog. This greatly improves the appearance of flying through fog.
While these are only a few of the highlights of moving the legacy rendering engine to DirectX11, upgrading the platform so that it can scale to take advantage of modern graphics hardware is a big milestone for the platform, and one we are very excited about.
As always, thanks for your interest in and support of Prepar3D. Our development team actively monitors our support forums for feedback and feature requests.
I have also created a thread on our forums, where you can discuss this developer blog and interact with Beau Hollis, our Rendering Engine Lead and his very talented development team. We have a lot of features and fixes we are still working on for v2.0, so give them some time to respond if you have questions.
Software Manager, Prepar3D Development Team
Oh, and one more thing…
The Optional Training Startup Screen in Prepar3D v2.0