Discussion in 'Plugins' started by hamiltonfan2205, Apr 28, 2017.
Will plugins such as the GRTVPlugin and TrackMapPlugin still work on DX11?
Not at first for trackmap... maybe never if not updated
Dont know the other one
Any on-screen plugins won't work immediately, there's a chance someone might 'inject' into dx11 but would probably be a new plugin, and later S397 will have new plugin drawing stuff going on that people can develop for. But those existing ones won't work as is.
Wedge HUD works on the steam workshop... that's about it apart from the standard OSD's.
WedgeHUD works perfectly, but I ditched trackmap for CrewChief earlier this year and never looked back.
Crewchief doesn't substitute Trackmap in any way, despite it's a complementary information software...
It makes it feel a little more 'real' for me. Makes me feel like I'm an actual racing driver and I'm not distracted by loads of on screen graphics. Each to their own of course.
Has anyone tried the tv plugin on dx11? When I went to dx11 it still worked, but I was told it wouldn't? Is the same case for others?
VEC used one for the Le Mans broadcast this year (which was DX11) and FSR used a version for their British GP race as well. The 'tower' part seems to function, while the fancy graphics at the bottom (gaps, splits etc) don't seem to.
dont know what the first plugin is, but Trackmapplugin now works in dx11.
No it doesn't, if you have it working you are not running in DX11. TrackMap uses DX9 library to draw to screen, so it can't even theoretically work in DX11.
And never will run.
All the plugins that render in screen, have to be developed for DX11
If Studio397 want everyone to use Dx11 then the plugins for Dx11 should be number 1 priority IMO as I know most guys that are still on Dx9 because of this reason. So come on S397 get these Dx11 Plugins happening for us..........
I agree. I get tired of hearing from people to make dx11 the default. That shouldn't happen until these plugins are usable for dx11. Many people won't move to dx11 if they use these plugins.
Plugins are NOT the responsibility of S397, but getting the framework so that plugins will work with DX11 should be one of S397's highest priorities. Once that has been provided, then the 3rd party creators of the plugins will have to do the work. Now some of these will appear quite quickly, but not all the plug-in author's are still active. We may never see all of the dx9 plug-ins updated to dx11.
Correct, DX9 plugins will never work in DX11, regardless of what S397 will do. Not sure why this is so hard to understand for some people. Needs a new interface and new plugins.
I only used TrackMap for tyre wear and fuel tracking to be honest. Default HUD works for me and Crew Chief warns me of the fuel situation now.
It'll do, for now, I guess.
Unless S397 do their own version of it so we know it works properly; since some mod tracks and cars' fuel loads in the setup screen don't match up. Put 16 laps of fuel in and get 35 or something like that.
What is usually wrong is the estimated number of laps which depends on a car and track (fuel usage) parameter.
However I have never found a discrepancy between number of liters in garage and in hud.
Actually, thinking about it on the way home (as it was raining, typical Britain), the only think I truly miss from trackmap is the rain on/rain off widget to let me know how damp the track is.
I use one of the Slow Motion HUDs, game hud for tires (but I dont check them all time, only when I think I did something wrong so it stays on standings most time) and then Crew Chief for fuel. After a week you dont remember trackmap anymore
Separate names with a comma.