Quote:
Originally Posted by AbortedMan
The graphics looked really good and very on par with Cliffs of Dover, for the most part, I couldn't tell the difference after I applied SweetFX's filters.
I don't understand what the crying is about. If BoS is held to the same standard of quality as RoF, then we're definitely in for a good time.
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You must be blind if you don't see the difference between cartoonish dx9 engine
and advanced graphic engine in Clod.
Again on ground targets, I suppouse you never been in some online wars like SEOW and AW war
http://seowhq.net/
http://war.by-airforce.com/
And this is imposible to do in Rof engine on this scale.Old Il2 engine is a way superior compared with Rof engine for this kind of campaigns.
The Eastern front is based on support for the ground troops.
Here Jason answers about ground units
http://forum.il2sturmovik.net/index....age=3#entry959
Quote:
5JG27Farber, on 12 Dec 2012 - 00:30, said:
I really hope the next engine to promote IL2 is able do now what we do in Cliffs of Dover!
I have just been into a teamspeak 3 and asked a group which has succesfully ran a server in RoF since its release about the current state of the engine. The answers were pretty grim. 75 players, 60-70 ground and if you have fewer players, around 35 instead of 75 players, then you can have 8 - 16 AI aircraft. Apparently its to do with multi-threading and cores.
Currently on clod without dedicated server files on our server (Storm of War) I'd say the confortable max for client performance is more like 90 players, 1200 statics (Some people I know have used 4000 however this is not good for performance however the missions did work) and ground AI, and 50 AI bombers...
What can we expect from this new venture in terms of a ground war, Air war and players all in one server?
Jason
1. All of our objects in ROF such as trucks planes etc. have a brain.   That brain takes up resources. Simple static objects are a whole other issue and we did not have time to build simple static objects out of objects with a brain. Also, our engine synchronizes everything so everyone on the server sees the same thing. Even parts falling out of the sky, control surface movement, cloud position and movement, pilots heads turning with TrackIR etc. We did so for fidelity, but other sims get around this by not synchronizing everything in MP. Whatever comments made about this having to do with multi-threading and cores is not accurate. Intel has worked closely with us and they have even recognized ROF as a very well optimized multi-threaded application. BOS will not be an MMO so battles with hundreds of players on one server is not to be expected. There will be plenty of action in the air and on the ground I am sure.. As I said above about graphics, we won't get fixated on one detail at the expense of overall functionality, but the team will be aggressive without being foolish. What the final product looks like and how it performs is still an unknown, there is simply too much work to do. BOS will also have a Dedicated server option as does ROF.
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We will see what Loft will say today, answering the precise questions about
graphic quality (dx9?) , size of the maps, and quantity of objects in the missions.