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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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#1
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Can sombodey post a screenshot of the new QMB screen plz? pm me if you have!
Edit: and plz compare the old 1946 FF with the new for me. plz plz
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Intel Core i7 920 @3.4 | Asus P6T SE | 6GB DDR3 | ATI Radeon HD 5870 1GB GDDR5 Widows 7 x64 SP1 |
#2
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Anyone who has suffered large FPS drop go into audio settings and select Ambisonc, the other multichannel audio settings hammer fps now for some odd reason |
#3
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Clearing the cache does help the stuttering a bit. I've also got the 'no trees' issue at various detail settings, first they were there, now they're not (post cache clear).
'Very low' trees settings (when it did work) seem to be the same as 'off' (i.e. no trees at all, just the green patches), while 'low' seems overpopulated. Another tree bug to go with the disappearing ones? |
#4
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I know it's late to come back to a minor issue like this, but I was flying last night and I think I've figured it out. I play with 'Very Low' trees as a general rule (ground looks too flat without them, but much higher and it costs me framerate). However, if I load the game with 'very low' trees and start a mission, I get no trees at all, just the green patches on the ground (as with the 'trees off' setting). Changing the setting higher (low/medium/high/etc) does nothing in or out of mission. If I set my trees to 'low' rather than very low, exit the game and start it up again, then enter a mission - I get my trees back. Switching from 'low' to 'very low' during that mission then does what it's meant to - number of trees rendered is visibly reduced. So: startup with 'very low' trees = no trees, no tree settings work startup with 'low' trees = trees return, tree settings work as normal. This is with both the last steam patch and the beta in this thread. Hope this helps the devs & pilots! |
#5
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I’ve been a bit busy this weekend, so didn’t get the patch until a short while ago. After some brief testing, I have noticed the following:
• Game now runs in ‘true’ full-screen, anti-aliasing works correctly (along with the associated performance hit). • MFAA forced in driver really hits the FPS – approximately 30% hit compared to using in-game AA. This is not as it’s designed, so there is obviously some incompatibility somewhere. • Using the ‘Esc’ key often results in the desktop being displayed, although it’s not active (pseudo-desktop? ![]() • No noticeable difference to frame-rate, pretty much as before. No stutters using my previous settings (Medium, with Model, Effects and Textures on High, Trees and Buildings on Low, Shadows On, 1080p). • GPU load now full, previously it varied around 70%. (Edit: nope, no change actually, although it does seem higher on average than previous) • The texture edge lines are again visible over the sea, but not as pronounced as before the previous patch. Haven’t had the time yet to see if forcing AF removes them. As an aside, I have never experienced the problem of my driver not detecting the game and turning the clocks up (Catalyst ver. 11.3). I would have thought that the full-screen mode would have corrected this for those that have had the problem -? Thanks, luthier et al, for the additional missions and the fixes in this patch. I am anticipating getting back to it once some family commitments are out of the way. Cheers! (Edit: a further nice improvement noticed is the apparent reduction in the AI's aerobatic skills - no more impossible endless barrel rolls.)
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I'd rather be flying ... Gigabyte 990FXA-UD5 | AMD FX-8350 | MSI HD7970 TFOC-BE | 8GB Corsair DDR-III 1866 | Win8.1 Pro 64-bit
Last edited by TonyD; 04-26-2011 at 08:29 AM. |
#6
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Hi Luthier and Team.
Thanks a bunch for the latest beta patch, especially with addressing the MP side of things. The server seems run from (in game time) 4AM (where the mission starts) to night without much problem. I'm still seeing a whole bunch of P2PSteamConnection Errors streaming through the dos box though. It seems 35 connected players is about where it starts happening. I saw 50 on the server the other day, and 20 people at once, got kicked for that steam message. Perhaps steam is restricting how many people can be on at a single time? Almost everytime I check the playerlist it's sitting at around 35 people. I'll see 4 people waiting in line to join through the "host" command, and once those 4 connect it's almost within a minute that 4 other people will get the Steam error message and be kicked. It seems the dedi software is multithreading (cpu cores) very nicely and our 12 core machine is only running around 15% cpu usage with 35-40 players connected on the big map, with 30+ AI in the air. Hope this helps. Thanks again! |
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