Official Fulqrum Publishing forum

Official Fulqrum Publishing forum (http://forum.fulqrumpublishing.com/index.php)
-   IL-2 Sturmovik: Cliffs of Dover (http://forum.fulqrumpublishing.com/forumdisplay.php?f=189)
-   -   Some new official info from ubi forums (http://forum.fulqrumpublishing.com/showthread.php?t=18745)

imaca 02-20-2011 04:37 AM

Interestin g (and quite old) article about optimising for multi-core here:

http://techreport.com/articles.x/11237

I'm curious about this because it seems like a key to the games longevity, if it doesn't scale well past 4 cores, then long term increases in performance are going to be hard to come by - clockspeed improvement has ground to a halt, it seems that per-core optimisation of CPUs must be coming more difficult - so future improvements in CPUs will mostly be in number of cores.

Heliocon 02-20-2011 11:19 AM

Quote:

Originally Posted by CharveL (Post 226244)
I hate to be the one to say it but, intellectually speaking, let's just say you're bringing a knife to a gun fight.

It might be better for you to stick to trying to figure out why the colours look to bright or something.

You dont know ****, ever make a comment that says something or ****.
I have not seen one cogent counter argument as to why they are bottlenecking the game, IL2 was 10 years ago so dont ** me with that, computers now are hundreds of times more powerful.

Royraiden 02-20-2011 12:02 PM

Quote:

Originally Posted by Heliocon (Post 226371)
I have not seen one cogent counter argument as to why they are bottlenecking the game, IL2 was 10 years ago so dont bs me with that, computers now are hundreds of times more powerful.

Do you really need to be so agressive and offensive to share your ideas?????Wow.

Heliocon 02-20-2011 02:30 PM

Quote:

Originally Posted by Royraiden (Post 226387)
Do you really need to be so agressive and offensive to share your ideas?????Wow.

Does he really need to post a comment thats sole purpose is an insult and that does not expresse anything but the said insult?

swiss 02-20-2011 02:39 PM

Quote:

Originally Posted by Heliocon (Post 226431)
Does he really need to post a comment thats sole purpose is an insult and that does not expresse anything but the said insult?

There was no insult, if you really felt it was one, try to keep the niveau.

David603 02-20-2011 03:43 PM

Quote:

Originally Posted by Heliocon (Post 226078)
Not even going to read the whole thread - 21 bombers? That is utterly pathetic. Seriously, and the whole cpu bs is also, it doesnt take cpu power to have a damage model unless it is being damaged, otherwise there isnt any calcs. AI aswell, and bombers fly in formation so the ai for them I would imagine is less intensive also.

But come on 21? Whats the point of making it for really crap machines that will not be around in a year anyway? Will this be change able in the scripted mission?

Yes, it is changeable. You open the missions in the mission builder and add more planes. If you can't do this yourself, someone will doubtless release a version of the scripted campaign with more aircraft within days of launch.

The number of aircraft in the official campaign is almost certainly an attempt to make sure that if someone has a computer that fits the specifications on the box, they will actually be able to play through the game they paid for, instead of being limited to puttering around in the QMB with a handful of aircraft.

Heliocon 02-20-2011 05:14 PM

Quote:

Originally Posted by David603 (Post 226446)
Yes, it is changeable. You open the missions in the mission builder and add more planes. If you can't do this yourself, someone will doubtless release a version of the scripted campaign with more aircraft within days of launch.

The number of aircraft in the official campaign is almost certainly an attempt to make sure that if someone has a computer that fits the specifications on the box, they will actually be able to play through the game they paid for, instead of being limited to puttering around in the QMB with a handful of aircraft.

Totally understandable, scalibility is a must (until end of last year I was running a core 2 duo 5 year old comp). This is the problem: 1. You develope a game for a wide audience, and you develope it with a timeline in mind, this means you dont make the gave to the lowest common denominator say 25% of the market in 2010 when it will be released mid 2011 and be continously worked on for years. You target the mid range which is the quad market (now the majority holder for cores at over 35% I believe).
Now irrespective of that, we keep hearing about this "cpu cap", where is this coming from? Says who? Did the devs specifically say CPU power is the problem? Why does this game or IL2 have problems with CPU when much much more complex games (interms of cpu function) can do far more than this game does on the same CPU?
Over that all the stutering and problems we have seen are due to GPU/Ram over land and such, nothing ever to indicate it was "cpu based".

So due to this they should develope the campaign for the mid range market, because in a few months time/1 year the current mid will be the low...

Tacoma74 02-20-2011 05:15 PM

Quote:

Originally Posted by David603 (Post 226446)
Yes, it is changeable. You open the missions in the mission builder and add more planes. If you can't do this yourself, someone will doubtless release a version of the scripted campaign with more aircraft within days of launch.

The number of aircraft in the official campaign is almost certainly an attempt to make sure that if someone has a computer that fits the specifications on the box, they will actually be able to play through the game they paid for, instead of being limited to puttering around in the QMB with a handful of aircraft.

Exactly.

David603 02-20-2011 05:51 PM

Quote:

Originally Posted by Heliocon (Post 226465)
So due to this they should develope the campaign for the mid range market, because in a few months time/1 year the current mid will be the low...

There's no reason why the team can't add more campaigns or an expanded version of the current one in a patch later down the line.

Of course, if a dynamic campaign is added at some point, then the devs will be able to re-evaluate how many aircraft can be put up, or maybe follow the suggestions here and add an option for players to set the maximum number of aircraft.

Given a functional mission builder and there being no limit hard coded into the sim, initial unit numbers are probably one of the least important parts of scalability.

The Kraken 02-20-2011 06:13 PM

Quote:

Originally Posted by Heliocon (Post 226465)
Now irrespective of that, we keep hearing about this "cpu cap", where is this coming from? Says who? Did the devs specifically say CPU power is the problem? Why does this game or IL2 have problems with CPU when much much more complex games (interms of cpu function) can do far more than this game does on the same CPU?

Sorry, but you're comparing apples and peanuts. If you really can't see the different requirements of a game engine for a strategy game like the TW series and what's needed for a flight sim, then why even bother. Superficial observations like "they have 56.000 AI units at once" are hardly useful for that. Although flight sims do of course suffer from their small market niche in the sense that due to the small budgets, far less development time can be spent on optimizing various aspects or playing around with the latest GPU gizmos. That should be obvious, especially as all sims since 15 suffer from that. But it's only part of the equation.

Quote:

So due to this they should develope the campaign for the mid range market, because in a few months time/1 year the current mid will be the low...
And how would that help the anyone with minimum spec systems who want to play the game now, and not in a year when they might buy a new computer?

SEE 02-20-2011 06:19 PM

Quote:

Originally Posted by The Kraken (Post 226476)

And how would that help the anyone with minimum spec systems who want to play the game now, and not in a year when they might buy a new computer?

+1

Former_Older 02-20-2011 06:26 PM

Quote:

Originally Posted by Zorin (Post 224459)
"considering the fact that most paintschemes on online servers in our previous titles were horrible quick hack-jobs that made aircraft look atrocious"

Sorry?? They appear to be quite out of touch with the community here. There are tons of professional skinners who would rather drop dead than produce a quick hack-job, let alone the number of improved internal and corrected riveting layers is boundless.


yes, I agree

Quite disappointed in reading those comments, myself

What it means is that I can't paint a skin to show a known level of wear in COD. I can paint a skin, and then the sim decides where the wear is, and if the wear the sim decides on doesn't agree with photos of the real plane, well, I must have done something that wasn't up to the correct standards? Baloney.

AND it means that what they see on online servers is their yardstick for the community. I would love to have a dialogue with the Devs that came up with these comments. On the one hand, this confirms my fear that online play is the focus instead of one of the many facets of the sim. On the other, they don't know F-all what they are talking about concerning the efforts of the community as a whole. Quite disheartened to read their take on things.

David603 02-20-2011 06:32 PM

Quote:

Originally Posted by Former_Older (Post 226482)
yes, I agree

Quite disappointed in reading those comments, myself

What it means is that I can't paint a skin to show a known level of wear in COD. I can paint a skin, and then the sim decides where the wear is, and if the wear the sim decides on doesn't agree with photos of the real plane, well, I must have done something that wasn't up to the correct standards? Baloney.

Visual and mechanical wear can be set separately, so you could always paint the weathering as you wish and then turn off visual wear.

Former_Older 02-20-2011 06:40 PM

Quote:

Originally Posted by David603 (Post 226485)
Visual and mechanical wear can be set separately, so you could always paint the weathering as you wish and then turn off visual wear.


I don't recall reading that, but I sincerely hope you're right

David603 02-20-2011 06:59 PM

Quote:

Originally Posted by Former_Older (Post 226489)
I don't recall reading that, but I sincerely hope you're right

Here you go.

Luthier put this picture up halfway through one of the update threads, which is probably why a lot of people haven't seen it.

http://img14.imageshack.us/img14/4379/109weathered.jpg

I think the in-game weathering system looks very good, but I can understand why many skinners will wish to retain control of the weathering on their skins.

Heliocon 02-20-2011 10:04 PM

Quote:

Originally Posted by The Kraken (Post 226476)
Sorry, but you're comparing apples and peanuts. If you really can't see the different requirements of a game engine for a strategy game like the TW series and what's needed for a flight sim, then why even bother. Superficial observations like "they have 56.000 AI units at once" are hardly useful for that. Although flight sims do of course suffer from their small market niche in the sense that due to the small budgets, far less development time can be spent on optimizing various aspects or playing around with the latest GPU gizmos. That should be obvious, especially as all sims since 15 suffer from that. But it's only part of the equation.



And how would that help the anyone with minimum spec systems who want to play the game now, and not in a year when they might buy a new computer?

Wait, what? Ok before I start its apples and oranges, get your metaphores right...
1. Did I say they have the same requirments? I was specifically talking about CPU usage by software, and that currently there should not be a CPU bottleneck, its GPU. So then you put words in my mouth by saying I cannot recognise the difference, what is this drawn on? What did I say that is incorrect? Seriously, go to school and learn how to uses something called a "thesis" in your argument, then use evidence to support the "thesis".
My observation is very useful because in order to have all these units on the field, you need to not only run the AI that controls the armies, but indvidual pathfinding for soldiers and units which is one of, if not the most intensive CPU based operation that is EVER done in gaming. Not only is there 56k but they are on a surface all the time, so they are not flying around in the air where there are very few "obstacles".

But I love how suddenly out of the blue you jump from CPU's to GPU's when you said I was incorrect about CPU's, fail to say why I am wrong in any way, then completely jump topics and ramble without a point about GPU's...

Also as they are a small team of course they dont have the rescources of bigger devs, but if they cant optimize that IS NOT a hardware bottleneck, thats crappy programming/optimization and therefore all arguments about how they are trying to scale the game down to the lowest comps are invalid because they could "optimize" the engine and therefore would not need as much downscaling.

As for the computer - if you have a rubish computer why are you gaming then? What entitles you to have a right to be able to play the game with a crap computer? Either upgrade, wait, or dont buy it simple as that. If you cant afford to upgrade a computer, go buy a console... :rolleyes:

Its a question of sales, and to get sales they have to target the right market sectors.

BigC208 02-20-2011 11:41 PM

Heliocon, you answer you own question in the last paragraph of you post.

"Its a question of sales, and to get sales they have to target the right market sectors."

The right market sector is the lowest common denominator. The kid playing the game on a hand me down, bought at Best Buy 4 years ago. Upgraded with $150 gpu 2 years ago. If that kid thinks CoD is going to be a slideshow he won't buy it. If he does buy it, and it runs and looks halve decent, 1C has another convert for life. In two or three years he'll upgrade with a, by then cheap, middle of the road computer, turn the eye candy up and play the game as well as you and I on or now expensive high end computers.

Sad for us more fortunate? Jus the way it is. Wish it was different but without that kids $50 you and I will not be playing this game at all. I've got the best I can afford today coming down the pipeline and will probably only be able to use 50% of it's potential with CoD out of the box. That's really my own bad cause I knew that when I ordered it. I'm pretty sure though that I can get it on its knees when making custom missions.

Heliocon 02-21-2011 06:46 AM

Quote:

Originally Posted by BigC208 (Post 226562)
Heliocon, you answer you own question in the last paragraph of you post.

"Its a question of sales, and to get sales they have to target the right market sectors."

The right market sector is the lowest common denominator. The kid playing the game on a hand me down, bought at Best Buy 4 years ago. Upgraded with $150 gpu 2 years ago. If that kid thinks CoD is going to be a slideshow he won't buy it. If he does buy it, and it runs and looks halve decent, 1C has another convert for life. In two or three years he'll upgrade with a, by then cheap, middle of the road computer, turn the eye candy up and play the game as well as you and I on or now expensive high end computers.

Sad for us more fortunate? Jus the way it is. Wish it was different but without that kids $50 you and I will not be playing this game at all. I've got the best I can afford today coming down the pipeline and will probably only be able to use 50% of it's potential with CoD out of the box. That's really my own bad cause I knew that when I ordered it. I'm pretty sure though that I can get it on its knees when making custom missions.

Right - but I would say COD is aiming for a slightly different market, not many kids play flight sims (compared to say, FPS's). If it is scalable then it will be all good, but scripted missions to me are "not" scalable (usualy :P ).

Actually I just realised, I am more irritated with peoples excuses of CPU bottlenecks then the actual 21 planes themselves... lol

Tree_UK 02-21-2011 07:33 AM

Quote:

Originally Posted by David603 (Post 226496)
Here you go.

Luthier put this picture up halfway through one of the update threads, which is probably why a lot of people haven't seen it.

http://img14.imageshack.us/img14/4379/109weathered.jpg

I think the in-game weathering system looks very good, but I can understand why many skinners will wish to retain control of the weathering on their skins.

In the pic the weathering option as been set to full, but other than the big black exhaust stain and some paint flake It still looks newly washed. I was hoping that the weathering would make the planes look combat dirty.

T}{OR 02-21-2011 07:42 AM

Quote:

Originally Posted by Tree_UK (Post 226633)
In the pic the weathering option as been set to full, but other than the big black exhaust stain and some paint flake It still looks newly washed. I was hoping that the weathering would make the planes look combat dirty.

I suggest that you look harder Tree. Also - what about physical weathering slider?

Drum_tastic 02-21-2011 07:54 AM

Quote:

Originally Posted by Tree_UK (Post 226633)
In the pic the weathering option as been set to full, but other than the big black exhaust stain and some paint flake It still looks newly washed. I was hoping that the weathering would make the planes look combat dirty.

I think I will reserve judgement until I see what it looks like in the game, strikes me as funny that its almost like some people think that Oleg and the team don't know what they are doing or something.

Let's cut them a bit of slack.

Acid 02-21-2011 08:42 AM

Quote:

Originally Posted by Blackdog_kt (Post 224502)
Nevertheless, when the dynamic campaign is ready it would be a cool feature to be able to select the desired aircraft density.



If there is one, might not be for awhile, this game needs a dynamic campaign system along with a good pilot career mode, similar to what there adding to rise of flight.

Sutts 02-21-2011 09:55 AM

Quote:

Originally Posted by Heliocon (Post 226465)
Totally understandable, scalibility is a must (until end of last year I was running a core 2 duo 5 year old comp). This is the problem: 1. You develope a game for a wide audience, and you develope it with a timeline in mind, this means you dont make the gave to the lowest common denominator say 25% of the market in 2010 when it will be released mid 2011 and be continously worked on for years. You target the mid range which is the quad market (now the majority holder for cores at over 35% I believe).
Now irrespective of that, we keep hearing about this "cpu cap", where is this coming from? Says who? Did the devs specifically say CPU power is the problem? Why does this game or IL2 have problems with CPU when much much more complex games (interms of cpu function) can do far more than this game does on the same CPU?
Over that all the stutering and problems we have seen are due to GPU/Ram over land and such, nothing ever to indicate it was "cpu based".

So due to this they should develope the campaign for the mid range market, because in a few months time/1 year the current mid will be the low...


Luthier did make it clear recently that CPU was the bottleneck, not GPU.
He said that in testing they even made each object appear as a single pixel and it made little difference. A flight sim has a heck of a lot of complex calculations to make compared to your normal shoot em up....flight model, engine management, air AI, ground AI, weather, line of sight calculations for radar and AI etc. etc.

I reckon just figuring out who can see who based on the position of clouds and hills could be a massive resource hog in itself...one of the reasons no sim has done this adequately to date.

Feathered_IV 02-21-2011 10:07 AM

Quote:

Originally Posted by David603 (Post 226496)
Here you go.

Luthier put this picture up halfway through one of the update threads, which is probably why a lot of people haven't seen it.

http://img14.imageshack.us/img14/4379/109weathered.jpg

I think the in-game weathering system looks very good, but I can understand why many skinners will wish to retain control of the weathering on their skins.

To my eye the above example of weathering looks quite poor. The random splotching with a photoshop brush and the childlike exhaust streak are at odds with the jet black/neon white national markings. Certainly not on a par with the best 3rd party skinners of Il-2.

vicinity 02-21-2011 10:11 AM

Quote:

Originally Posted by Heliocon (Post 226625)
Actually I just realised, I am more irritated with peoples excuses of CPU bottlenecks then the actual 21 planes themselves... lol

I think you vastly underestimate the amount of CPU it takes to create decent physics in a combat flight sim type game such as COD. Think of all the forces that have to be calculated lift, thrust, drag, weight, torque etc. and this isn't one big simple calculation, it is many many calculations that have to be applied to many surfaces and objects continually and will change based on other things such as altitute or damage sustained. Then you have to take into account all the other things that are modelled such as ballistics and other ground based objects.

The difference with a RTS game is that your units will not have any physics at all to compute. Each unit is a list of numbers which go through a relatively basic calculation to determine which number is bigger i.e. who wins. The reason RTS games are CPU intensive is because of the large numbers of units possible. Path-finding is indeed CPU intensive but do you think that there is no path-finding in COD? Path-finding in 3d space is exponetially more CPU intensive than on a single plane.

The point being that yes, both types of games are CPU intensive but for very different reasons. As others have said larger formations will be possible but this is a product, and you sell a product to as many customers as possible - it doesn't mean the game has been coded badly or they are trying to dumb the game down to remove all your fun.

Besides, as others have said if your computer can handle it there'll be plenty of big formation missions built by the community. Goodluck shooting down 20+ bombers when they come along. :-)

Tree_UK 02-21-2011 10:16 AM

Quote:

Originally Posted by Feathered_IV (Post 226662)
To my eye the above example of weathering looks quite poor. The random splotching with a photoshop brush and the childlike exhaust streak are at odds with the jet black/neon white national markings. Certainly not on a par with the best 3rd party skinners of Il-2.

+1, im hoping that the skinners can rectify the weathering so we dont have to use the built in one which to my eye appears poor. also that matt manager will work with COD.

Hecke 02-21-2011 10:42 AM

An extra slider for the exhaust would be great.
The 109 could be more dirty but the exhaust is a bit overdone imho.

David603 02-21-2011 12:15 PM

Quote:

Originally Posted by Feathered_IV (Post 226662)
To my eye the above example of weathering looks quite poor. The random splotching with a photoshop brush and the childlike exhaust streak are at odds with the jet black/neon white national markings. Certainly not on a par with the best 3rd party skinners of Il-2.

http://img219.imageshack.us/img219/5443/109new1.jpg

http://img14.imageshack.us/img14/4379/109weathered.jpg
Here is the other picture Luthier put up to show the contrast between full weathering and no weathering. Comparing the exhaust stain to RL pics of heavily weathered Bf109s, the color is right but its too well defined and in RL the staining follows the top of the wing instead of the side of the fuselage.

Don't forget the weathering is a slider though, not an on/off switch, so the weathering doesn't have to be so pronounced.

speculum jockey 02-21-2011 02:18 PM

If those models and skins that appear in the menu are the actual ones that are in the game proper (As it was in IL-2) then I'd have to say I'm a tad disappointed. Buuuuuuut! We don't know how old that pic is, and what has been changed since then.

As was mentioned by Feathered_IV, the contrast between the two aircraft is almost negligible, and the markings look to be factory fresh.

Still, "Pre-Release", hopefully this has been changed.

p.s. If Oleg or someone is reading this. Will skinners be able to create transparent portions to their skin so bare metal can show through? Maybe a specific colour that translates to transparent?

Sven 02-21-2011 02:57 PM

Also the slider is al the way to the other side, which is rather exceptional I think, the ground crew would clean the plane once in a while, I think it comes pretty close when after a year of service and no ground crew cleaning/ maintaining.

Nothing wrong with it.

David603 02-21-2011 03:29 PM

Quote:

Originally Posted by speculum jockey (Post 226739)
If those models and skins that appear in the menu are the actual ones that are in the game proper (As it was in IL-2) then I'd have to say I'm a tad disappointed. Buuuuuuut! We don't know how old that pic is, and what has been changed since then.

These pictures were made 2 weeks ago by Luthier as a direct response to Tree spamming the update thread with complaints about all the clean, un-weathered Bf109s in the screenshots (apparently Luthier likes his 109s without weathering).

So changes are unlikely.

However, I don't see any need for more detailed models in the menu. 1) The existing models are excellent, and 2) Creating even more detailed models that will only be used by the menu would be waste of resources that even if the team had time to do, could be more profitably used to make things like more cockpits or aircraft.

The Kraken 02-21-2011 06:11 PM

Quote:

Originally Posted by David603 (Post 226701)
Don't forget the weathering is a slider though

Damn, Raybanjockey will go nuts... :-P

The Kraken 02-21-2011 06:12 PM

Quote:

Originally Posted by Heliocon (Post 226541)
Wait, what? Ok before I start its apples and oranges, get your metaphores right...
1. Did I say they have the same requirments? I was specifically talking about CPU usage by software, and that currently there should not be a CPU bottleneck, its GPU. So then you put words in my mouth by saying I cannot recognise the difference, what is this drawn on? What did I say that is incorrect? Seriously, go to school and learn how to uses something called a "thesis" in your argument, then use evidence to support the "thesis".
My observation is very useful because in order to have all these units on the field, you need to not only run the AI that controls the armies, but indvidual pathfinding for soldiers and units which is one of, if not the most intensive CPU based operation that is EVER done in gaming. Not only is there 56k but they are on a surface all the time, so they are not flying around in the air where there are very few "obstacles".

But I love how suddenly out of the blue you jump from CPU's to GPU's when you said I was incorrect about CPU's, fail to say why I am wrong in any way, then completely jump topics and ramble without a point about GPU's...

Also as they are a small team of course they dont have the rescources of bigger devs, but if they cant optimize that IS NOT a hardware bottleneck, thats crappy programming/optimization and therefore all arguments about how they are trying to scale the game down to the lowest comps are invalid because they could "optimize" the engine and therefore would not need as much downscaling.

As for the computer - if you have a rubish computer why are you gaming then? What entitles you to have a right to be able to play the game with a crap computer? Either upgrade, wait, or dont buy it simple as that. If you cant afford to upgrade a computer, go buy a console... :rolleyes:

Its a question of sales, and to get sales they have to target the right market sectors.

Relax, it's only a game after all.

Tree_UK 02-21-2011 06:18 PM

Quote:

Originally Posted by David603 (Post 226757)
These pictures were made 2 weeks ago by Luthier as a direct response to Tree spamming the update thread with complaints about all the clean, un-weathered Bf109s in the screenshots (apparently Luthier likes his 109s without weathering).

So changes are unlikely.

However, I don't see any need for more detailed models in the menu. 1) The existing models are excellent, and 2) Creating even more detailed models that will only be used by the menu would be waste of resources that even if the team had time to do, could be more profitably used to make things like more cockpits or aircraft.

Thats what I do, just spam the forums.

David603 02-21-2011 06:26 PM

Quote:

Originally Posted by Tree_UK (Post 226804)
Thats what I do, just spam the forums.

Hey, its not all bad, we got to see the plane options because of it. ;)

In fairness though, you did ask the same two questions about half a dozen times in the same update thread.

Also in the interest of fairness, I should have said you were spamming the update thread, not the forum.

Tree_UK 02-21-2011 07:29 PM

Quote:

Originally Posted by David603 (Post 226808)
Hey, its not all bad, we got to see the plane options because of it. ;)

In fairness though, you did ask the same two questions about half a dozen times in the same update thread.

Also in the interest of fairness, I should have said you were spamming the update thread, not the forum.

Well if a question doesn't get answered you have to keep asking it, they arn't giving this game away they do expect us to pay so answering a few questions to satisfy curiosity shouldn't be to difficult.

Heliocon 02-21-2011 09:13 PM

As for the weathering where it says physical and visual, is physical = mechanical? As in if you fly it and take bullets then donw repair something might malfunction? Maybe a more used aircraft engine overheats more easily or it responds slower?

As for CPU 3d space is easier - because there are little/no obstacles and over than the ground and other planes they wont get stuck. Managing pathfinding for 56k units, and they cant "overlap" is immensly complicated, so I dont know why you repeated what I alrerady said then dismissed it without addressing the specific points of why it is complicated.

As for flight models, I believe we know that COD will have properties for surfaces, and modifiers for movements. They are not using a realistic (in the particle - airflow tracking sens) model which is the CPU eater.
due to this its not as an intensive operation as you make it out to be, the properties and values are pre determined and modified but are not truly ground up and calculated in any way.

David603 02-22-2011 12:55 AM

Quote:

Originally Posted by Heliocon (Post 226860)
As for the weathering where it says physical and visual, is physical = mechanical? As in if you fly it and take bullets then donw repair something might malfunction? Maybe a more used aircraft engine overheats more easily or it responds slower?

Yeah, I think it does mean mechanical wear. It was mentioned many times when a dynamic campaign was still planned that you would get a new plane and it would wear out over time. No idea if that still applies to the static campaigns.

Quote:

Originally Posted by Heliocon (Post 226860)
As for CPU 3d space is easier - because there are little/no obstacles and over than the ground and other planes they wont get stuck. Managing pathfinding for 56k units, and they cant "overlap" is immensly complicated, so I dont know why you repeated what I alrerady said then dismissed it without addressing the specific points of why it is complicated

Why is it less work because of an extra dimension? All pathfinding in a RTS can be defined as a areas a unit can move in and areas it can't. These areas could be represented as a white sheet of paper with black areas. At a slightly more sophisticated level units can be made to start avoiding no-go areas before they bump into them, and recognise other units as no go areas but it is still only a few lines of code and some basic calculations. Of course, if you have thousands of units then this will still add up.

By contrast, pathfinding for an aircraft needs to be more sophisticated. The basics are keeping a safe distance from the ground, but more accuracy and hence more calculations are required to do this, because unlike an RTS unit which can bump into the obstacle and then move on, a plane will turn into a fireball on contact with the ground.

Simple flight from point A-B is easy enough, you just need the altitude and speed, but that is still more complex than moving an RTS unit across open ground, because an RTS unit doesn't need to calculate the altitude and moves at a fixed speed.

After that, you need to be able calculate an accurate path for takeoff and landing.

Once you add combat things get much more complicated for the Flight sim. While a RTS unit only has two basic parameters added, which are the range that it will sight (and move to attack, if the units AI is set to) and the range where it can use its attack, the aircraft requires many calculations on how to position itself relative to the enemy and more to be able to lead the enemy and shoot accurately. More so if you want the AI to be able to predict the needed aiming point against a manoeuvring target. Separate calculations are required for different styles of attack, for example dive-bombing or strafing.

Of course, you can simplify some stages, IE in Il2 AI landings are simplified to a fly to this point, and then be guided in on rails down to the runway system, and AI bomber pilots do not "know" the whereabouts of other aircraft, which leads to collisions, but I believe the intention is to improve on this aspect in CoD. One of the methods mentioned was AI bubbles, where aircraft outside a certain range use simplified AI and pathfinding.

End of story, the AI and path finding in a simulation of the level of CoD requires at least several hundred times as many computing resources per unit as an RTS.

Heliocon 02-22-2011 04:23 AM

Quote:

Originally Posted by David603 (Post 226913)
Yeah, I think it does mean mechanical wear. It was mentioned many times when a dynamic campaign was still planned that you would get a new plane and it would wear out over time. No idea if that still applies to the static campaigns.


Why is it less work because of an extra dimension? All pathfinding in a RTS can be defined as a areas a unit can move in and areas it can't. These areas could be represented as a white sheet of paper with black areas. At a slightly more sophisticated level units can be made to start avoiding no-go areas before they bump into them, and recognise other units as no go areas but it is still only a few lines of code and some basic calculations. Of course, if you have thousands of units then this will still add up.

By contrast, pathfinding for an aircraft needs to be more sophisticated. The basics are keeping a safe distance from the ground, but more accuracy and hence more calculations are required to do this, because unlike an RTS unit which can bump into the obstacle and then move on, a plane will turn into a fireball on contact with the ground.

Simple flight from point A-B is easy enough, you just need the altitude and speed, but that is still more complex than moving an RTS unit across open ground, because an RTS unit doesn't need to calculate the altitude and moves at a fixed speed.

After that, you need to be able calculate an accurate path for takeoff and landing.

Once you add combat things get much more complicated for the Flight sim. While a RTS unit only has two basic parameters added, which are the range that it will sight (and move to attack, if the units AI is set to) and the range where it can use its attack, the aircraft requires many calculations on how to position itself relative to the enemy and more to be able to lead the enemy and shoot accurately. More so if you want the AI to be able to predict the needed aiming point against a manoeuvring target. Separate calculations are required for different styles of attack, for example dive-bombing or strafing.

Of course, you can simplify some stages, IE in Il2 AI landings are simplified to a fly to this point, and then be guided in on rails down to the runway system, and AI bomber pilots do not "know" the whereabouts of other aircraft, which leads to collisions, but I believe the intention is to improve on this aspect in CoD. One of the methods mentioned was AI bubbles, where aircraft outside a certain range use simplified AI and pathfinding.

End of story, the AI and path finding in a simulation of the level of CoD requires at least several hundred times as many computing resources per unit as an RTS.

You need to re-read my post. I specifically sighted 1 RTS which is TW series and does not match your description of an "rts" because there are no sight ranges etc. So you did not address my example, but a generic genre example which you are right requires little cpu usage, but its not what I was talking about.

Again TW = 56,000 units moving in often complex enviroments. The pathfinding needs to be done but it cannot "conflict" with the paths or posistions of thousands of other units and therefore becomes a massive calculation interms of pathfinding.

There are a few errors in your post, for example just because its a 3d space (of movement) does not add much load to the pc at all, thats not how the computer calculates movement. Also altitude and speed does not in any significant way take extra cpu processes, because its all numbers and once broken down, fundamentally simple. Now when you have an interaction between two aircraft when one has to "attack" thing get more complicated. Depending on the AI used it can be very complex but since neither of us know how the ai operates then we should not include that, same goes for a TW rts where the ai has to utilise its limited troops (and if you dont know about TW youtube it, it isnt age of empires).
Now as far as calculating when/where to fire thats one of the most simplistic thing it does. It is simple math that can be done by hand, although it would have to be rapidly updated in a serial fashion. On the other hand pathfinding creates mathmatical conflicts and recalcs which is the cpu eater.


All times are GMT. The time now is 11:31 PM.

Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.