![]() |
|
|||||||
| IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
![]() |
|
|
Thread Tools | Display Modes |
|
|
|
#1
|
||||
|
||||
|
Quote:
__________________
President Dwight D. Eisenhower 1953: Every gun that is made, every warship launched, every rocket fired signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and are not clothed. This world in arms is not spending money alone, it is spending the sweat of its laborers, the genius of its scientists, the hopes of its children Last edited by zapatista; 10-30-2012 at 02:10 PM. |
|
#2
|
|||
|
|||
|
Quote:
Why do I have such a fast and expensive system? So developers can still not support multicore cpu's, multiple gpu's and use slow execution programming languages like C#, that have a huge overhead when using the Direct3D API? |
|
#3
|
|||
|
|||
|
Quote:
So sli needs rework and another implementation. 3 cards for 3 monitors will do 3 parts of thepicture. 1 for every monitor and without loss of the potential vram. -> That would be an sli, which I directly buy, no matter how much bucks. But you will perhaps never see such an upgrade politics from the manufacturer, because he cannot sell his top product for gaming, if the people can upgrade sufficiently. Why should he do that? He earns not as much and perhaps needs to produce lower end or nearly obsolete cards a longer time. Not a sufficient model for him. So he will stick with the politics, which is not doing him any harm, but us! As long as the coms between the hardware parts are just evolving as now, we will always have such a problem. Usb2, usb3, sata 300, sata 600, thunderbolt, firewire, .... All crap to the possibilities, that they could integrate. The hardware is to far away from each other |
|
#4
|
|||
|
|||
|
Quote:
|
|
#5
|
|||
|
|||
|
It's an add-on plane Bf-109K-4 for FSX made by Flight Replicas. You can find more information about it at http://www.sim-outhouse.com/sohforum...-JG53-Pik-As-2
__________________
Why do some people tend to take it for granted that others have poorer knowledge background than themselves regarding the argument while they actually don't have a clue who they are arguing with in the first place?
|
|
#6
|
|||
|
|||
|
CloD uses completely new engine with a new modular architecture and without many of original IL-2 limitations. According to Oleg's posts at sukhoi.ru development of the new engine instead of limiting themselves to the old one was the main reason for delays in game development and his personal mistake.
At the same time CloD uses big parts of old IL-2 code because some members of the dev team failed to create new optimized code in time(and were fired). These parts were and I think still are being rewritten by new team members. |
|
#7
|
|||
|
|||
|
Switching to DX11 could solve most of the problems graphics engine has right now.
90 prcent of graphics cards is DX11 so why stay in the DX 9 mode???? Simulation is the most demanding software so all players have powerfull computers with DX 11, i dont see a reason here to sty in dx9 |
|
#8
|
||||
|
||||
|
Quote:
![]() So, regarding other replies, the point I was trying to make was that not only does CloD contain many 'legacy' issues from the original 1946 engine, the only significant (visual) change that I have seen is shadows. That's pretty much it. Initial releases actually showed much visual promise. Fog layers, beautiful lighting, dark intense shadows, more detail in the aircraft cockpits, light rendering on aircraft, particle effects (small flames as bullets hit), better debris effects, in fact many additions to the game engine. However. It also carried over many of the annoyances and irritations of the previous models, the main one in my opinion is the draw distance (or lack of). Do we really now, in 2012, expect to see popcorn clouds? No clouds...POP! there's one. Pop! Pop!...there's some more! Oh look, I've changed direction... Pop!...they've gone? This is a legacy effect from the original. Surely by now Clouds should be truly opaque. There should be cloud layers. Multiple cloud layers. Low-level thick and opaque, high level, broken. Both being able to be flown over and through WITHOUT the distance being drawn so obviously? Yes we get a new weather and dynamic weather in BoM...but it is using this game engine. I guarantee (mark my words here I am prepared to go out on the limb!!), they will still Pop! They will till carry over the legacy of the original IL2. They look pants, totally unbelievable and not immersive at-all! Regarding the ground textures. Personally I would rather some way of the ground being aliased in (blurred in) smoothly than the (never been changed since the original) way of buildings and textures popping into view. Flying low over any populated city really shows how little has changed since the original 10-year-old Il2 in the methods used to create a believable terrain. Maybe as a thought (don't worry I am about to mention Wings of prey...but waiiiiittttttttttt!!!) there could be some much smaller maps made, specifically for Dog fighting that are just 64K x 64K? This would allow far more processor time and GPU power to be spent on the preloaded Graphics, like the (here it comes and other will say "far inferior") Wings of Prey. Could the Developer's of CloD possibly make graphic advances that are possible in the 'lowly and he who should not be named' Wings of Prey, if they actually produced what are considered to be 'too small' maps of Wings of Prey? I imagine that if the Dev's put some effort into making a few smaller maps that weren't such a resource hog (as I am told by forum users that the only reason we have the hopeless draw distance is because the maps are large?) then there would be a considerably larger draw (pre-rendered LoD) distance, that would at-least make the ground look a little more authentic? I'm not making this a WoP thread. There isn't a comparison in the workings, FM, DM, Simulation!!! But by using 'smaller' maps, they do achieve at-least a believable impression of flying over a convincing landscape and also clouds? That doesn't mean that the Maps are all 64K x 64K, but maybe an option so that the ground objects are loaded much further from the player bubble and at-least don't pop,pop,pop,pop,pop into view. So now development is concluded with CloD (as a stand-alone) just what should we really expect to see (AS PROGRESS) in BoM regarding innovation from the original IL2? So-far, I see very little Graphically that has been added (that worked and wasn't removed when it became clear that the old IL2 engine couldn't cope with it in CloD) from the original, other than shadows. I mean even tree collisions were removed and these were in the original? Currently I just see the Development team putting some features in because they really should be in, then realising that it's not worth the effort of actually fixing it...so take it out and say it's in the sequel? Well the sequel will be using an optomised CloD engine....built on the legacy programming of the original IL2. What difference will that make? I don't really know, but currently I fear being presented with BoM and having nothing more than "The Emperor's New Clothes". MP
__________________
|
|
#9
|
|||
|
|||
|
With all due respect you are talking mostly about optimizations they did to achieve better performance and IIRC you was also one of the many people who were complaining about poor performace until you upgraded your PC.
On the other way this sim was performing good on my PC after first few patches.It was playable even with old clouds and a lot of them, FPS drop was there but I could fight arround them without a problem. If you see that some pilots still have problems with this new optimised ones you could uderstand the reason why devs did that. I am happy that for most of the pilots sim is playable now and performing much better than before. That also can be seen in number of players online. You could try to solve your problem with poping houses and trees by putting them on max but I don't know if your PC will stand. |
|
#10
|
|||
|
|||
|
Quote:
I used to mke missions just to try that "local weather" engine in full mission builder, with a huge area covered by clouds and it worked on my computer. The frame rate was bad, but it worked. If you look at the "local wether" in the full mission builder, when you add clouds, you get a very small are covered by default. I used to add two zeros to the first two entries and that would give you a decent size covered. I tried multiple layers at different altitudes. It worked. Now the game crashes when I try a single layer.
__________________
---------------------------------------- Asus Sabertooth Z77 i7 3770k@4.3GHz+ Noctua NH D14 cooler EVGA GTX 780 Superclocked+ACX cooler. 8GB G.Skill ripjaws DDR3-1600 Crucial M4 128GB SSD+Crucial M4 256GB SSD Seagate 750GB HDD CH Fighterstick+CH Pro pedals+Saitek X45 Win7 64bit |
![]() |
| Thread Tools | |
| Display Modes | |
|
|