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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #51  
Old 10-29-2012, 10:34 PM
Dano Dano is offline
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If we post videos of other games showing the same can we kick off an Apple vs Samsung-esque patent war over who has copied who?
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  #52  
Old 10-29-2012, 10:40 PM
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Mysticpuma Mysticpuma is offline
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Quote:
Originally Posted by JG52Krupi View Post
Yes but this is a video game and most video games have this area of vision, hopefully they can improve it.

Suggest you learn what you talk about before slagging it off...

il2:1946 and CoD have the same engine LOL what a tool!
As we are now going down the route of personal insults, lets call it a day. Mods, please delete the thread, let bygones be bygones and everyone be happy again?

I'll not mention that other sims can blend distant objects almost invisibly as they render then into the draw bubble, it just seemed that IL2 was built on the legacy of the previous build.

Sad times when personal abuse is made over such an obvious Graphic 'issue'.

Please delete the thread. MP
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  #53  
Old 10-29-2012, 10:54 PM
priller26 priller26 is offline
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God only knows what they will use, lets just hope it performs better out of the box, however, I seriously think they are going the MMO route, which will bring a whole host of new issues. I think BOM is a long time and a few graphic card generations away.
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  #54  
Old 10-29-2012, 11:02 PM
David Hayward David Hayward is offline
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Originally Posted by Mysticpuma View Post
No you are right David...there is nothing similar there is there? Blimey!

If it walks like a Duck, Quacks like a Duck..then it must be an Ostrich, eh David?
Can you tell the difference between a GIF and BMP digital image?

In short, if you don't have the code, you've got nothing.

As an aside, you're making a fool of yourself.
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  #55  
Old 10-30-2012, 12:01 AM
Ataros Ataros is offline
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Other games have "fog of war" covering the transition (Arma2, War Thunder:WoP, etc.). Not possible to see horizon there.
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  #56  
Old 10-30-2012, 12:33 AM
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zapatista zapatista is offline
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Quote:
Originally Posted by Mysticpuma View Post
......
Regarding the legacy I refer to...here's a short clip to show how nothing has changed since the 'old' 1946 days:..............
you'r confusing a few concepts

the draw bubble for these 3D objects popping up directly depends on the power of your pc gpu/cpu, and the density of detail you have set in the options. want less popup ? turn down the detail or get better/faster cpu/gpu component for your pc. notice how each of those buildings is popping up ? thats your pc saying WTF and each time having to draw an additional buildings, and there are 1000's of them (all in low LoD at that point), but in those console games those buildings/objects simply arnt there to be drawn, its just a bland large texture map. games like BoP and console type games that look "nicer" from the same mid altitude level do so by using low resolution textures as large tiles area's with a few 3D objects placed in them only, and keep that poor detail display till you are very low to the ground (which is why they look ugly at low altitude).

in comparison the il2 series was initially made as a sim for the il2-sturmovick aircraft, a low level ground attack plane, so the focus on scenery detail was done with that focus. with oleg's ambition of now even showing "moving blades of grass" they have gone a bit overkill on still trying to provide that very high level of detail in a 2010 sim and simultaneously have your pc still able to deal with FM, DM, high numbers of moving objects near you etc.. And it has to do this on a huge map with a very good view of the distant horizon, something i havnt see any other modern game do as well. at the point of performance "where the tire meets the road" our pc's arnt quite coping with their ambitious plans (and code can be optimized further ?). one possible way to improve this, and i am no pc grafix expert, might be to use a better type of distant LoD model which blends in more with the background, so the popup effect is less obvious. a gfx artists could work with their game coder to address that, but the fact remains your little pc has to try and draw every single new object, and it is struggling right now to do so

iirc, from what oleg said during development, the way CoD is designed there is 3 levels of altitude where different amount of details are show, and right now in the hurry to fix CoD iirc the transition point between low and medium altitude "zones" isnt correctly balanced (exacerbated by them trying to squeeze more fpsec's out of the new gfx engine for mid level pc's), hence the complaints during the last few patches that bomber crews couldnt see their targets for high altitude bombing runs

just because the 2 sim series show building popup, doesnt mean they have gone cut and paste from the old il2 code
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Last edited by zapatista; 10-30-2012 at 12:38 AM.
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  #57  
Old 10-30-2012, 01:39 AM
LoBiSoMeM LoBiSoMeM is offline
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I believe Skyrim uses the same code too! Look:



CloD graphics engine gave some bugs and still need even more work, some features back but running better, but it's much better than IL-2 1946 graphics engine, even in performance.

If you doubt, please show me a He111 running in IL-2 1946 engine that looks like this:



I'm waiting...

Last edited by LoBiSoMeM; 10-30-2012 at 01:42 AM.
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  #58  
Old 10-30-2012, 06:23 AM
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ZaltysZ ZaltysZ is offline
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Quote:
Originally Posted by Mysticpuma View Post
Regarding the legacy I refer to...here's a short clip to show how nothing has changed since the 'old' 1946 days:

Object density and performance have linear relation. Drawing distance and performance have cubic relation. Doubling drawing distance requires not 2 times more, but 4 times more computing power. This means that drawing distance will always be a pain, unless you want to sacrifice much density and complexity of objects. Other games simply add fog outside of the bubble, so objects don't pop up, but appear out of fog instead. Cosmetically it looks nicer, but you simply loose ability to have different drawing distances for different objects. I would personally choose to live with popups, than with fog, which masks rivers, hills at distance and make navigation uncomfortable.
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  #59  
Old 10-30-2012, 08:43 AM
Stublerone Stublerone is offline
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Drawing distances are not always noticable in other games as they have not that viewing range and tnhey use crappy effects to minimze the problem.

Second topic is, that it is a streaming engine. It not only depends what you set in the config or not only on the power of your cpu and gpu. It depends on vram, ram and also very much on your drives. Using a ssd will improve streaming. You can alsi see that in other large scaled games like arma 2.. And there you normally have server sided restricted view distances of about 4km. So clod is using perhaps 20km? (not sure) to have it all in place without popping up, you will need a new generation of computers with a whole bunch of new connections, buses, etc. The workload is big and as long as computers are still depending on approaches from consiles, this revolution will not happen alone.

It is simply stuck technically to create games with streaming engines, big textures and high viewing range. The current pc is not capable to sort out that priblems. Not an opinion, but a fact that everyone knows, who is going a bit deeper into the technical side. It is not always bad programming, but it is also a technical hurdle, that prevents streaming engines to be totally running sufficiently in detail.

Last edited by Stublerone; 10-30-2012 at 08:54 AM.
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  #60  
Old 10-30-2012, 09:05 AM
tintifaxl tintifaxl is offline
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Quote:
Originally Posted by Stublerone View Post
... The current pc is not capable to sort out that priblems. Not an opinion, but a fact that everyone knows, who is going a bit deeper into the technical side. It is not always bad programming, but it is also a technical hurdle, that prevents streaming engines to be totally running sufficiently in detail.
Using C++ over C# would have helped our poor little pc's a lot. Go assembler, and it would have helped even more. So it's not the hardware that's lacking primarily but the ressources and expertise of the developer. Which of course is a money problem.

Fact is the bubble in CloD is very ugly.
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