[New]Android 01.05.01.09 Some new issues

  • When all settings are set to the highest, there is no significant fluctuation in frame rate during low and high altitude flights. However, this slow movement issue occurs on aircraft such as the A350 and 787, with the A350 being more complex and more precisely on a certain runway at some large airports, as it moves abnormally slowly when taking off on certain runways at EGLL and KJFK

    I have taken a picture of this, which shows that the plane's speed is as high as 180 knots, but the runway is not yet halfway through

  • A rough conclusion: I tested it with Android 15 and 12GB RAM, and due to the astonishingly large rendering area currently available, you can see buildings in the city of London from EGLL. I suspect this is caused by rendering a larger area at once, as the larger rendering area greatly reduces the frame rate during takeoff at complex airports like EGLL

    In order to ensure smooth operation, there seem to be two options now: using a larger rendering area but requiring a decrease in building density, or reducing the rendering area to restore buildings with higher density. I prefer the latter

    Because the risk of application crashes is lower

  • A rough conclusion: I tested it with Android 15 and 12GB RAM, and due to the astonishingly large rendering area currently available, you can see buildings in the city of London from EGLL. I suspect this is caused by rendering a larger area at once, as the larger rendering area greatly reduces the frame rate during takeoff at complex airports like EGLL

    In order to ensure smooth operation, there seem to be two options now: using a larger rendering area but requiring a decrease in building density, or reducing the rendering area to restore buildings with higher density. I prefer the latter

    We haven’t had that update in IOS yet so I guess you should wait till we also test it to see if we also going to encounter the same issue

  • We haven’t had that update in IOS yet so I guess you should wait till we also test it to see if we also going to encounter the same issue

    Android and iOS use different rendering strategies and settings, so their opinions do not have good reference value. For example, on Android devices, all machines have adjustable density settings options. Due to different machine performance, you may see different feedback results and even crashes. Due to the inability to control users to adopt aggressive strategies, there is a greater risk of crashes caused by expanding the rendering range. That's why I personally don't advocate expanding the rendering area, but rather considering rendering methods.

  • When it comes to rendering area, I personally oppose arbitrarily expanding the rendering area. Some people want ground service systems, weather, turbulence, eddies, smoke and other physical phenomena, but in order to render a larger area, others hope to squeeze out GPU and RAM performance at this moment. Will the game still be smooth when other features are added someday