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#1
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Nice vid by the way wilburnator |
#2
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I know that option, but i mean after a few minutes my crosshair is moving down and I can do nothing ...
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#3
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I don't think I would have missed it, so a question about the vids.
Has anyone recorded a plane being shot up, from inside that plane? Can we see and hear damage, as it happens, from the POV of the crew? Or, is that even possible? binky9 |
#4
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Thanks for the compliments on the video's.
For those who are interested, I upped the plane count from 1004 to 1610 and found the results unuseable. It's not that the plane's don't spawn or the overall frame-rate is too low to make a recording. What's happening is that there will be 11-14 seconds of smooth on-screen motion, then the game will freeze for about 2 seconds, before resuming, but with all the objects suddenly jumping from where they paused, to where they would be if they hadn't paused. When you then speed that recording up to get normal looking movement again, those jumps that were happening every 11-14 seconds are now happening about every second or less, which is just unbearable to watch, with objects skipping in and out of sight and movement in general just stopping and starting too much. I've tried lowering the resolution to a ridiculous degree, using windowed and full-screen modes, patched and unpatched versions of the game, all the things I can think of to stop that hitching effect, all to no avail. It looks to me at the moment like it's not GPU or CPU dependent, but has something to do with the game itself, but I don't know enough about that to be sure. If the pausing every few seconds were spread out evenly, it wouldn't be a problem. If the game slowed down at a constant rate you could just keep putting more planes in until your frame-rates were just too low and things stopped moving altogether. But this cyclical pausing kills it way before that. I also went back and had a look at some footage I recorded using only 1004 planes, and can actually see the same hitching effect happening in that too, just not as noticeably. That suggests to me the current maximum plane limit is in fact about 1000, while somewhere between 1004 and 1610 the pausing becomes unbearably noticeable. Considering the frame-rates I was still getting even with the pausing, I'd guess that without it messing things up, I probably would have been able to load up at least a couple of thousand planes at once, using my current system (GTX580, i7920@3.8GHz). So, yeah, maybe if others try it they'll get better results, but for me, that's about it. I wouldn't say I've done the definitive study on the subject, but I wanted to find out what the maximum plane limit was, for me, at the moment, and I did. I imagine I'll keep loading up the 1610 plane mission every time there's a new patch just to see if it does anything for the pausing, but otherwise, I'll just have to settle for using what's available. Which isn't too bad. Once you get more than a couple of hundred planes in one spot, it's hard to tell how many are there anyway, and adding more is just a matter of how messy you want things to get. I might make some more video's, as some of the best stuff I saw while testing wasn't recorded, but it's a pretty labour-intensive and time-consuming process, so I don't know when I will, or if I will at all. I will say this though, forgetting about the unrealistic tech-demo type set-ups I've shown in the video's I've made using this technique, the potential is there for others to use it to show, in ways we've never seen before, among other things, something of what large-scale aerial battles were actually like. The tools and resources are there just waiting to be used. It remains to be seen what people will do with them. All I know is I've had fun and seen things I've never seen before while playing with them. Last edited by Les; 05-05-2011 at 09:17 PM. |
#5
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well Les, thank you
i guess that wit htime and mroe powerfull CPUS 1600 planes as a limite sounds really reasonable. i cna only believe such a enourmous ammount to be needed to SIM a massive USAAF raid on germany. i remenber reading that something like 1000 bombers and 1500 escorts were used. CLod would need a 500 limit to be able to sim the BOB i believe. ATM i cnat handle more than 50 or so. |
#6
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But to make it playable in real time...it's probably possible to work out what sort of theoretical system requirements you'd need based on how much I had to slow down the game to get decent frame-rates using my current system. Very roughly speaking though, as I had to slow down the game by at least a factor of four, you'd need a system approximately four times faster than what I'm using (GTX580, i7920). At the current rate of hardware development, that's still some years away yet, probably 5-10 years. Which, funnily enough, would fit the projected life-span of the new IL-2 series itself. It fits in too with how long the hardware took to catch up with the previous Il-2 series. So, yeah, if all goes well, we'll finally have the hardware to run the game at decent frame-rates with a realistic amount of planes some time towards the end of the game's life. ![]() |
#7
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Thanks for your nice comments about my videos a few pages back. I'm putting another one up tomorrow...
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#8
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Some of the largest raids employed 1000 bombers to strike targets in Germany. This bomber stream could be as long as 100 miles (161 km) and as wide as 1 mile (1.61 km). At 180 mph (290 km/h) over the target an air raid could last from 35-45 minutes.
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MSI P67A-65D Intel i5 2500K @ 4.2 Gig 8 Gigs Corsair DDR3 1600 RAM XFX 6970 Video Card Win7 64 Bit Home Ed ATI 12.3 Driver Package WD Caviar 7600 RPM HDD ATI CCC at DEFAULT settings |
#9
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With regard to numbers of aircraft needed to be seen in a COD mission emulating raids of the Battle of Britain time frame, I should think that no more than a couple of hundred would suffice. If the Luftwaffe flew a maximum of 1500 "sorties" on some 'maximum effort' days across the breadth of southeast England against geographically separated targets, and over a duration of several hours, clearly no more than a few hundred would be at any specific location-in-space and time.
The USAAF attacks on Germany in 44 and 45 did number in excess of 1000 bombers, and perhaps an equal or larger number of fighters, but that stream of bombers and escorting fighters would likewise have been spread out in time-and-space. Thus, again, even an emulation of an air battle over Germany in '45 would not require more than a few hundred aircraft to be 'spawned' in a COD game/flightsim at any one point in time. Therefore, I think that the investigation into 'smoothness' of the simulation in handling 1600+ simultaneous aircraft is interesting only in theoreticals. Of course, if it can be shown (tweaked) that such a massive number of aircraft can be generated smoothly, that bodes very well for extremely smooth, non-stuttering air battles of a realistic 300 aircraft or so. imho |
#10
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