The Q4XP is our most ambitious endeavor, far surpassing our previous aircraft releases in both art and code. Visually the Q4XP has 3 times the art assets as the 732 TwinJet. That said, we incorporated some performance optimization to make the experience upfront and facing forward the best it can be even for those on older hardware.

We want you to get the most out of the product, so we feel letting you in on how it works under the hood is important.


Object culling

This may look funny, however, this is what it would look like if you could see what is being culled while you look forward only. This frees up roughly 2/3 of your VRAM to be used for other things. The moment you change your view to an external view the rest of the plane comes back.

This may look funny, however, this is what it would look like if you could see what is being culled while you look forward only. This frees up roughly 2/3 of your VRAM to be used for other things. The moment you change your view to an external view the rest of the plane comes back.

With the sun 10 degrees or more above the horizon, the fluorescent light spills are culled to improve fps, this is what it will look like.

With the sun 10 degrees or more above the horizon, the fluorescent light spills are culled to improve fps, this is what it will look like.

This is what the spill lights look like when they are there.

This is what the spill lights look like when they are there.

When it comes to performance and FPS, a lot of factors are at play, such as your hardware, scenery, and your preference for an fps number. We hope this info helps you get the most out of the Q4XP, however, everyone's situation is different.


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