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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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I hope Sow_BoB does support 64bit multicore processors. I don't think we've seen anything yet from Oleg that will tax such a system, but perhaps that should worry us a bit? Dynamic clouds and weather. Water, complex AI, plus improvements to FMs and DMs FMBs (if they are in there) may tax a multi-core system. I think it's most of the behind the scenes stuff that will put a hurt on even a modern system. I recall that IL2 taxed my old 2.8P4 and 6800 Ultra in lots of ways. Couldn't have too much flak, avoid flying over big cities, not too many paratroops in the air at once, or watch the slide show. I know. Mere speculation until O.M speaks. Fair enough.
Flyby out
__________________
the warrior creed: crap happens to the other guy! |
#2
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S!
Falcon 4.0 used multicore to an extent and being quite old game ![]() |
#3
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It's a sim I'm glad I never sold. I have the much-wanted binder version, and even went out and bought F4AF (though I never loaded it up). I guess I'm a bit nostalgic.
![]() Anyway, I hope Oleg is into the multi-core thing. Wouldn't it be crazy if SoW came out without multi-core support? Imagine trying to figure out an affinity trick for it ala DCS-Black Shark! Wait! Isn't that blaspheming? ![]() Flyby out
__________________
the warrior creed: crap happens to the other guy! |
#4
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My only knowledge of apps designed to work in multi-core/cpu environments is stuff like Oracle in Solaris/Red Hat on Enterprise workstations. In order for those apps to be optimized to take full advantage of the 32 cpu workstations w/ 256 GB of RAM - an army of coders were employed. Oracle's business depends on optimized I/O. I think our expectations for BoB are way out of wack. Folks want crazy AI, DoD quality FMs, etc.. it won't happen. There just isn't enough man power in Oleg's lab to code the stuff to fully take advantage of the modern day computing power. I would imagine will get something similar to what we've already seen but w/ better eye candy. We may see BoB have a better handle on how to deal with more planes in the air and better terrian but other than that under a very restrictive budget, I wouldn't expect to see things much more advanced that what's already been done.
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#5
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Flyby out
__________________
the warrior creed: crap happens to the other guy! Last edited by Flyby; 01-19-2010 at 08:02 PM. Reason: explosive diarrhea! |
#6
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Oleg has stated we probably won't be able to switch views from plane to plane like we can in IL-2, so as to avoid having to render all planes in such detail, and therefore have more of them in the sky at the same time. I don't think a measure like that would be made if it were possible to keep that feature in by using some multi-threading technique. Or maybe that's more of a current graphics-power issue/limitation. Whatever the case, in relation to this coding for multi-core thing, it's interesting for me personally to realize I probably have been sucked in by the Intel marketing/hype/spin. I actually believed them when they said games could be coded to make use of multi-cores. When in reality, that's probably just not practical for the most part, if possible at all. It's interesting to note too that all the new SOW features we've seen on recent updates can be had as a result of the increases in graphics power and CPU core power (not the number of cores) that have taken place since the IL-2 days. And the old SOW features we saw and heard about ages ago, all the meaty nuts and bolts stuff, was never quaranteed to make it to the final version anyway. It was all, we can do this, we can do that, now we've just got to go find a way to put it all together and still have it run at more than 10fps. That's why no promises are made. It's all got to be made to fit, and no single feature can be allowed to drag the whole thing down. Not saying SOW is just going to be IL-2 all cleaned up graphically, with just enough new CPU-intensive features to make even the most powerful release-date system crawl, but...it's probably just going to be IL-2 all cleaned up, with just enough new CPU-intensive features to make even the most powerful release-date system crawl. With less planes. ![]() And if it is, well, okay, it's just a game, or a sim, or a way to learn about history and what some people have experienced for real in the past. So, it's no big deal. But if they can get that multi-core thing working...! ![]() (That would make SOW as innovative as the original IL-2 was, and that, all these years later, would be amazing.) Les. |
#7
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![]() So sure, I guess with a lot of work the overall strategic AI in SoW could be placed on a separate thread handling the stuff outside of "the bubble" around the player, and stuff like object loading and textures. Maybe that won't be that important in a game that does not use unique satellite textures for the ground. I guess most of it will be loaded at mission load (especially if it uses the extra memory that the process may use on a 64-bit system ![]() |
#8
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FSX is a bit of a misnomer in terms of utilizing Multicore. The team kind of cheesed it a bit because all it does is deal with the preloading of the game when coming into other areas. Sure it helps out but nothing like leveraging other cores to handle things like AI, and Flight Modeling. To my knowledge there won’t be a real time campaign element to it. But like someone mentioned the sky has opened up in terms of processing power. Lots of memory now and CPU/GPUs to leverage. |
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