New Update: NoLimits 2.2 Released
We recently released a new major update for NoLimits 2 with lots of new features.
Here is a list of the most important changes
We are proud to announce that NoLimits 2 now officially includes a telemetry interface. The interface can be used by other programs to communicate with NoLimits for reading out data (e.g. speed, forces, orientation) or remotely controlling the program. In its current state the interface is ready for allowing typical motion platforms or force feedback devices to receive accurate realtime data from the program or allow virtual or hardware control panels to telecommanding the station controls. The interface is TCP/IP based for best compatibility with all different kinds of devices and is also fully documented. The documentation can be found within the shipped help reference.
New Direct3D 11 Renderer
The new DX11 renderer improves performance and compatibility. The main motivation for this new renderer was to replace the existing DX9 renderer with a more reliable solution for Windows 7/8/10 users and stay compatible with the latest decision by Oculus to drop DX9 support for their VR devices. By reducing API overhead the new renderer can also improve framerates by up to 20% on CPU limited systems. The DX11 renderer will automatically be used when available. The old DX9 renderer is still available for XP compatibility and graphics cards not fully supporting at least Shader Model 4.0 and can be forced to get activated using the command-line parameter '--d3d9'.
SLI/CrossFire detection and multi-GPU optimizations
We added detection of multi-GPU configurations for both NVIDIA's SLI and AMD's CrossFire setups inside our new DX11 renderer. When two or more graphics cards are detected, the program will now try to reduced frame-to-frame dependencies resulting in possibly higher framerates in AFR (alternating frame rendering) multi-GPU mode.
Improved Video Export with High Frame Rates
The professional license now includes options for video capturing at High Frame Rates (HFR). 48Hz, 50Hz, 60Hz are the available options. The video above was created using this new feature. Also the film-quality motion-blur effect was improved. Capturing videos using this effect is faster now and will directly display the result while capturing takes place.
Updated Oculus SDK
The new update was compiled against a newer Oculus SDK. The OculusVR Runtime 0.6 or newer is required new. New command-line options have been added to force enabling or disabling VR-support ('--vr', '--novr'). Please note that Windows 10 requires the Oculus runtime 0.7 or newer.
Keyframe playback for scenery objects
Scenery objects using the DAE (Collada) file format can now automatically play back keyframe animation. Keyframe animation can be played automatically (looped with random start option). This allows the creation of complex animations without any scripts at all, but we also added methods to the scripting API for ultimate control.
New Coaster Styles
Two new coaster styles (Infinity 1 and 2) were added. Those are real modern steel coaster trains with 4-seats across created by German coaster manufacaturer Gerslauer Amusement Rides GmbH. They were used with permission from Gerstlauer. Together with the Wing Coaster we added in NL 2.1, the program now comes with a total of 40 coaster styles. We also added two new parks that demonstrate the new coasters. Kudos go to Seth Parsons and James Rivett for contributing the new parks.
New Cross-Tie Spacing
A new option allows to control the cross-tie spacing for each segment. This allows for much more realistic recreations to simulate tracks for lower or higher stress levels. This feature was requested very often by our users.
Last but not least the new update contains bugfixes and is free for all existing customers. We hope you enjoy the new features.
[The NL Dev Team]