(no title)
shizcakes | 7 months ago
The gamer perception of this implementation is NOT positive. It crashes all the time, has massive performance issues, and generally is super negatively received.
shizcakes | 7 months ago
The gamer perception of this implementation is NOT positive. It crashes all the time, has massive performance issues, and generally is super negatively received.
lsaferite|7 months ago
Is there evidence to support that it's the WASM Mod format that's the issue? Based on that page it's not like MSFS2024 is even running WASM, it's simply using WASM as an IL that is precompiled into a DLL on application startup.
RachelF|7 months ago
thecosmicfrog|7 months ago
flohofwoe|7 months ago
It didn't take long after release that every crash in the game was because of that damn "Nebula3 Engine!?!!1", even though almost none of those crashes happened down in the engine code, but somewhere up in the game logic :)
In any case, opening up a game for modding means the game needs to be prepared for a flood of poorly written and optimized mods, no matter whether the mods are scripted via a scripting language like Lua, compiled to WASM or native code. At least (unlike directly loading native DLLs), WASM gives you all the tools to catch errors without crashing the entire game process. The tricky part is to design the plugin runtime system in a way that such errors are easily recoverable without having to restart the whole flight-sim session.
izacus|7 months ago
RachelF|7 months ago
https://www.x-plane.com/
WrongOnInternet|7 months ago
NikolaNovak|7 months ago
daviding|7 months ago
This means that my 9800x3D/3080Ti 12GB sort of runs out of VRAM and pages when used in VR or 4K desktop. I'm in the position where the same visuals (scenery/aircraft etc) for MSFS2020 (using DX11) when compared to the newer MSFS2024 is just generally worse and a lower framerate. In VR a bad framerate makes things unplayable. For desktop use you have DLSS which helps a lot, but in VR that blurry movement really impacts clarity.
nixpulvis|7 months ago
pjmlp|7 months ago
flohofwoe|7 months ago
- The Windows API is not supported => would be a security nightmare if allowed
- C++ exceptions are not supported => not surprising, game code usually forbids exceptions anyway, along with RTTI
- C++ threads are not supported => really shouldn't be needed in a plugin system,
- The GDI+ wrapper is very incomplete => surprising that they even attempt to wrap GDI+
- The WebAssembly module must be compiled in Debug mode for C/C++ code for symbols to be visible while debugging => need to compile in debug mode in order to debug, doh.
Stevvo|7 months ago
pjmlp|7 months ago
So it actually does crash and gets memory corrupted, when using the wrong languages, like in a regular process.
sitzkrieg|7 months ago