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-   -   What happened to.... (http://forum.fulqrumpublishing.com/showthread.php?t=19836)

fireflyerz 03-31-2011 08:05 AM

What happened to....
 
What happened to....

1#
http://www.youtube.com/watch?v=yPEbz...e=more_related

luthier 03-31-2011 08:13 AM

We had to optimize our pilots a lot to make the game playable. The downside of them not causing serious FPS issues is that they are currently unable to play complex animations like that.

We have about a gazillion aircrew animations gathering dust because of this, and we do plan to work them back in once more pressing issues are addressed.

Also, most of the "whatever happened to" questions will likely have a very similar answer.

JG52Krupi 03-31-2011 08:16 AM

Nice to hear they haven't being scrapped.

Luthier could we have an update on what the next patch will address?

fireflyerz 03-31-2011 08:19 AM

Thankyou luthier.

Raggz 03-31-2011 08:57 AM

WOW, never seen that clip. Now that would be awesome but i understand the problem from a developer's point of view.
Thanks for the info Luthier. Hopefully we will see some of those features in the future :)
This game is truly awesome :D

Heliocon 03-31-2011 09:41 AM

Maybe I am completely wrong here (and if so correct me) but that sounds to me like that animation/background happenings are all being generated as if they were in sight. Same thing with the tree boxes on the other side of the map. Why do they all have to be generated if the player does not see or is nowhere near the event?

CharveL 03-31-2011 02:48 PM

Quote:

Originally Posted by Heliocon (Post 246097)
Maybe I am completely wrong here (and if so correct me) but that sounds to me like that animation/background happenings are all being generated as if they were in sight. Same thing with the tree boxes on the other side of the map. Why do they all have to be generated if the player does not see or is nowhere near the event?

From what I understand occlusion is another feature that sounds good in theory but is not always a performance saver in all instances. I won't pretend to know exactly but I believe there's some overhead to using occlusion and in this case it's more the calculation of the movements that are the performance hit not the additional polygons from the pilot that would be saved from rendering.

sfmadmax 03-31-2011 03:10 PM

It's really great to hear updates from the developers like this. And have them confirm that the these features WILL be implemented in the game and worked on as soon as they take care of higher priorities. :-P

Eldur 03-31-2011 03:25 PM

Quote:

Originally Posted by luthier (Post 246012)
Also, most of the "whatever happened to" questions will likely have a very similar answer.

What happened to FFB? :D

And what happened to 1024x768 res (OK, I'm running an old 3870 with 9.7 drivers)?

Heliocon 03-31-2011 10:54 PM

Quote:

Originally Posted by CharveL (Post 246514)
From what I understand occlusion is another feature that sounds good in theory but is not always a performance saver in all instances. I won't pretend to know exactly but I believe there's some overhead to using occlusion and in this case it's more the calculation of the movements that are the performance hit not the additional polygons from the pilot that would be saved from rendering.

Please rephrase this, I dont know what you mean. Occlusions is a graphical effect, what does this have to do with the pilot bail or distance rendering?
Are you talking about Ambient occlusion?

TheGrunch 03-31-2011 11:21 PM

Quote:

Originally Posted by Heliocon (Post 247336)
Please rephrase this, I dont know what you mean. Occlusions is a graphical effect, what does this have to do with the pilot bail or distance rendering?
Are you talking about Ambient occlusion?

He is talking about occlusion culling/hidden surface removal, not ambient occlusion. :)

Heliocon 04-01-2011 01:01 AM

Quote:

Originally Posted by TheGrunch (Post 247375)
He is talking about occlusion culling/hidden surface removal, not ambient occlusion. :)

Ok I havent heard of occlusion being used in that way (the term), but the overhead for not rendering or calculating geometry and lighting that cannot be seen is certainly better for performance than rendering it. Interms of determining what to render, I can see how it would be an issue over cities but they need to do some procedual programming to optimise this kind of thing.

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