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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 10-26-2009, 05:02 PM
fuzzychickens fuzzychickens is offline
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Quote:
Originally Posted by Oleg Maddox View Post
There is HDR (High Dynamoc Range) and several new modernest technologies that are in contradiction with anti-aliasing
Oleg, just curious, have you seen how Polyphony Digital solves anti-aliasing jagged edges on PSP version of Gran Turismo.

They didn't use anti-aliasing (too processor hungry), they used something like one pixle shift between frames that reduced the jagged edges when game is in motion.

Is anything like this a possibilty for SOW?

http://www.gtplanet.net/why-gran-tur...ooks-so-good/?

There is an article of how PD reduced the jagged edges without using antialiasing.
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  #2  
Old 10-27-2009, 06:42 AM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by fuzzychickens View Post
Oleg, just curious, have you seen how Polyphony Digital solves anti-aliasing jagged edges on PSP version of Gran Turismo.

They didn't use anti-aliasing (too processor hungry), they used something like one pixle shift between frames that reduced the jagged edges when game is in motion.

Is anything like this a possibilty for SOW?

http://www.gtplanet.net/why-gran-tur...ooks-so-good/?

There is an article of how PD reduced the jagged edges without using antialiasing.
It is known technology from specialized TV processors.
However in DX11 - there is no contradiction between anti aliasing and HDR technology. We simply currently working in DX10. And As I know in new version of DX10 also will be something that will remove that contradiction. Not sure.
This is small thing that we will put in attention more later becasue it is not the most important things in development tasks.
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  #3  
Old 10-27-2009, 06:53 AM
Feuerfalke Feuerfalke is offline
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Yes, I think that DX10 (and 11) remove the problem with HDR and FSAA. Of course that also needs a graphics-card that supports it, but DX10-cards are already available for a while, so it's not gonna cost a fortune.

On a personal note: I honestly don't give a damn about the BoP-Screenshots posted. As posted before, the graphics are way to Hollywood and it never was intended to be a flightsim in the literal meaning of the word. If you go for graphics and nice effects go for BoP or HAWX. Neither is a real competitor for SoW.

Doesn't mean either game is bad - it's just comparing apples and oranges.

And when in doubt, I prefer a high degree of simulation over graphics anytime.

Last edited by Feuerfalke; 10-27-2009 at 06:58 AM.
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  #4  
Old 10-27-2009, 07:09 AM
Oleg Maddox Oleg Maddox is offline
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Originally Posted by Feuerfalke View Post

And when in doubt, I prefer a high degree of simulation over graphics anytime.
I think we should have both

And in additional excellent online gameplay...
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  #5  
Old 10-27-2009, 07:30 AM
13th Hsqn Protos 13th Hsqn Protos is offline
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Originally Posted by Oleg Maddox View Post
I think we should have both

And in additional excellent online gameplay...
1. Does that mean we have better netcode for S.O.W ?

2. Will the Game UI have any new online communications tools such as irc built in or some type of instant messaging or friends tools?

3. What if anything can you reveal at this time about support for squadrons? I feel that IL2 online play was severely hampered by the 'dogfight' mentality as opposed to a more coop or mission oriented style of play. Will there be more support for squadron play?

4. I know you will scream at me ..... but will onliners finally be rid of the offliners. Will there finally be separate installs ? (Protos dives to avoid Olegs cannon fire)

Seeing you here reminds me of the Golden Age of IL2 the FB days
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  #6  
Old 10-27-2009, 07:44 AM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by 13th Hsqn Protos View Post
1. Does that mean we have better netcode for S.O.W ?

2. Will the Game UI have any new online communications tools such as irc built in or some type of instant messaging or friends tools?

3. What if anything can you reveal at this time about support for squadrons? I feel that IL2 online play was severely hampered by the 'dogfight' mentality as opposed to a more coop or mission oriented style of play. Will there be more support for squadron play?

4. I know you will scream at me ..... but will onliners finally be rid of the offliners. Will there finally be separate installs ? (Protos dives to avoid Olegs cannon fire)

Seeing you here reminds me of the Golden Age of IL2 the FB days
You have too many questions.

4. No. it will be one game. But signle play based on multiplay engine inshort words
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  #7  
Old 10-27-2009, 07:51 AM
13th Hsqn Protos 13th Hsqn Protos is offline
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Quote:
Originally Posted by Oleg Maddox View Post
You have too many questions.
Ok Ok .... (Protos is RTB)
No more questions until next update

Spasiba
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  #8  
Old 10-27-2009, 07:35 AM
Feuerfalke Feuerfalke is offline
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Quote:
Originally Posted by Oleg Maddox View Post
I think we should have both

And in additional excellent online gameplay...

Well, in this case graphics aid realism, which would be the prefect optimum, of course


But I'm personally also maybe most interested in the second line you noted. As I posted before, it's the things you don't see on screenshots that makes the difference and I'm really interested what things you came up with to enhance online gameplay, internet code, stats and hit-detection, scores, shared kills, etc. My personal dream: Killmarkers on the plane and ability to apply "personal markings" to your plane. Well, and of course multicrewed bombers, ground control / tower / radar manable by players, ....
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