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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
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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. |
#2
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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.
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#3
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Very true complaints ruined some good features, for now anyway. Quote:
I am fully enjoying the pre-optimised clouds, I will have to try that trick of yours to add two zeros ![]()
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#4
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"I mean even tree collisions were removed and these were in the original?"
The original trees on this huge map brought the sim to its knees. The only way they could put enough trees on the map was licencing "SpeedTree". Unfortunately putting a collision model on the "SpeedTree" program would also bring the sim to its knees. There is very little I like about "SpeedTree", and hopefully the development will be able optimize them or replace them with something better. You can't see the forests for the trees ![]()
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#5
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Perhaps we should just accept that making a perfect flight simulation is simply unachievable? Otherwise it would have been done before...
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#6
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I´m a 3D artist and graphic engine programmer, and I can tell you without a doub that 1946 and CloD have not even similar GF engines. All that similar "bugs" you are talking about are limitations of current technology and GF power capacity. The fact that you think shadows are the only difference is all I need to know to tell you that you really, ( and without offense ), don´t know what you are talking about. But sure, you can believe if you want that a long distance to be draw is not a decisive factor in the quality of what a graphic engine can depict in the screen. But then be sure also to think that a computer has no limits whatsoever and that all the universe can be loaded in its memory without problem. Then go play BF3 and look how far objects are rendered, and how many differents streets you can walk arround. Seriously, it´s better not to talk so firmly about what you have no idea.
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#7
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It's the best.
Name another that comes close. |
#8
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I don't see any similarity with flight characteristics between 1946 and CLOD .. 1946 has very realistic and believable flight characteristics of AI aircraft .. CLOd on the other hand .. doesn't! Watching Emils dive on defiants looks really weird. They dive fast , slow up, move side ways slightly then climb away .. nothing looks natural.
As i've said before, the AI desperately needs WORK! .
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#9
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#10
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I think the biggest problem with CloD is the heart of the game, namely the huge channel map. It's enormous and it will challenge the brute force of any beast rig out there. Just try some of the smaller online maps and the game runs better IIRC (since I don't play it anymore). I'm sure the Russian stepp maps will be both smaller and kinder to the performance on most setups, anything else will be instant fail and Luthier knows this, be sure. Still, the building pop-ups, looks very "old" IMO and really detracts from the experience. Sure, there are many buildings in some places but they're not relatively high-polygon models exactly. Also, fix that smoke/particle stuff for the next game, that stuff looks, performs and feels too "legacy" if you ask me. It really makes you wonder if they weren't using parts of the old engine when they made CloD. Here's to the future!
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