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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  
Old 09-08-2012, 11:01 AM
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phoenix1963 phoenix1963 is offline
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I suspect it was not until they combined all the improved elements of CloD that they realised it could barely be done.
Much more detailed DM because of 303s
Detailed DM needs detailed engine model
Larger packets to transmit DM info
Tens of thousands of Speedtrees
Complex ground equipment and targets needing DM info in packets
More resolved geometries needing to show damage
Therefore more detailed textures

All these things impact on all the others directly, except the Speedtrees, perhaps the biggest mistake.

56RAF_phoenix
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  #2  
Old 09-08-2012, 11:22 AM
MB_Avro_UK MB_Avro_UK is offline
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Money makes the world go around...

My spend on RoF has been far more than on Cliffs of Dover. RoF offered only two aircraft when I bought it. Since then, I've bought almost every aircraft since and other add-ons, including the Channel map. (Not yet released).

If Cliffs of Dover had been initially releases with only a Spitfire and Me 109 flyable with options to purchase the remaining aircraft, would we now have a more advanced sim?

Best Regards,
MB_Avro
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  #3  
Old 09-08-2012, 01:57 PM
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Originally Posted by MB_Avro_UK View Post
Money makes the world go around...

My spend on RoF has been far more than on Cliffs of Dover. RoF offered only two aircraft when I bought it. Since then, I've bought almost every aircraft since and other add-ons, including the Channel map. (Not yet released).

If Cliffs of Dover had been initially releases with only a Spitfire and Me 109 flyable with options to purchase the remaining aircraft, would we now have a more advanced sim?

Best Regards,
MB_Avro
In the other side, there are a lot of people that have not purchase any bit of RoF just because that "pay for every tiny thing you want" payment model. Just like me. But I will pay for BoM as soon as it reaches.
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Old 09-08-2012, 03:32 PM
Cobra8472 Cobra8472 is offline
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Quote:
Originally Posted by phoenix1963 View Post
I suspect it was not until they combined all the improved elements of CloD that they realised it could barely be done.
Much more detailed DM because of 303s
Detailed DM needs detailed engine model
Larger packets to transmit DM info
Tens of thousands of Speedtrees
Complex ground equipment and targets needing DM info in packets
More resolved geometries needing to show damage
Therefore more detailed textures

All these things impact on all the others directly, except the Speedtrees, perhaps the biggest mistake.

56RAF_phoenix
Speedtree is an extremely well optimized package. 1C's implementation of the software seems to just be terrible.
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  #5  
Old 09-08-2012, 04:08 PM
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Originally Posted by Cobra8472 View Post
Speedtree is an extremely well optimized package. 1C's implementation of the software seems to just be terrible.
Interesting, I assume you know much more about it than me.
They did claim that nobody used more Speedtrees than CloD, hence their implementation had to be different.
I also remember Oleg's comment that one day graphics cards would have enough memory to hold all the textures, which I presume was a lament that they had to write a texture manager - with 3GB only to play with at 32 bits.
I can also see how the typical UDP packet sizes, without fragmentation, could be an incredible driver for the radius-of-influence engine that seems to be there.

56RAF_phoenix
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Old 09-09-2012, 02:22 PM
Cobra8472 Cobra8472 is offline
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Originally Posted by phoenix1963 View Post
Interesting, I assume you know much more about it than me.
They did claim that nobody used more Speedtrees than CloD, hence their implementation had to be different.
I also remember Oleg's comment that one day graphics cards would have enough memory to hold all the textures, which I presume was a lament that they had to write a texture manager - with 3GB only to play with at 32 bits.
I can also see how the typical UDP packet sizes, without fragmentation, could be an incredible driver for the radius-of-influence engine that seems to be there.

56RAF_phoenix
I have experience with implementing SpeedTree-- indeed.

CloD may be far up there in terms of speedtrees visible at any time-- but not markedly more than say, WWII Online, or even games such as ArmA which use their own proprietary tree & vegetation rendering software.

It is also worth noting that most trees visible in the gameworld at any given moment are instanced 2D Impostors, which have a much smaller impact on performance.

While SpeedTree's do have a performance impact at the levels implemented in CloD-- they should not be the source of performance issues.
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Old 09-09-2012, 07:25 PM
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Similar video (this one with a P-51). Just look at the terrain and environment. Thick clouds, great lighting on them, buildings with no 'popcorn' textures...

War Thunder:

http://youtu.be/mAkyZ1IFX74
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Old 09-09-2012, 09:12 PM
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Mysticpuma have you seen this game, awesome graphics!



Now its not all about the graphics is it...
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Old 09-09-2012, 09:29 PM
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Originally Posted by JG52Krupi View Post
Mysticpuma have you seen this game, awesome graphics!



Now its not all about the graphics is it...
So true.

WT is superior to that arcade game in graphics and every other way. WT is not as good as a finished CoD will be, but it is miles better than that kids toy.
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  #10  
Old 09-10-2012, 02:33 PM
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Quote:
Originally Posted by Mysticpuma View Post
Similar video (this one with a P-51). Just look at the terrain and environment. Thick clouds, great lighting on them, buildings with no 'popcorn' textures...

War Thunder:

http://youtu.be/mAkyZ1IFX74
+ 1

This is an engine and these guys are artists; this is was we were waiting for from CoD.

Also this one is great.


Why....they don't buy this engine or make a joint venture instead of waste their time in this poor code, called CoD?

Graphic is not all, we know, but CoD what's is? Physic? FM? DM? What?
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