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#21
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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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#22
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It's the best.
Name another that comes close. |
#23
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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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#24
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There is simply no time, or even more importantly money, to build a new game engine.
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#25
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time to fix : Quick Cost to 1C : nothing! Beneficiaries : ALL! win-win As to graphics engine, current is ok. sound quality could improve (like the original). .
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. ======================================== . .....--oOo-- --oOo-- HE-111 --oOo-- --oOo--..... . ======================================== -oOo- Intel i7-2600K (non-clocked) -oOo- GA-P67A -oOo- DF 85 full tower -oOo- 1000W corsair -oOo- 8 GB 1600Hz -oOo- 2 x GTX 580 1.5M (295.73) -oOo- 240 SSD -oOo- W7 64bit -oOo- PB2700 LED 2560 x 1440 6ms 60Hz -oOo- ======================================== |
#26
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#27
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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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#28
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The smaller in game maps look terrible and don't give me any performance increases over flying over the main map. So I don't understand all this crap about how the map-size is killing CloD's ability to model clouds, draw distance etc effectively. The trees, textures, weather effects all need optimisation. This doesn't indicate that they need to be worsened.
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Luthier: If not for your guys' criticism and incredibly high standards, we'd never have become what we are. Keep it up! Source for the sceptical: http://forum.1cpublishing.eu/showpos...11&postcount=9 |
#29
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Next? By the way, people don't really know about LODs and draw distance? If people don't understand that, please, don't post about "buildings pop-ups"... It's REALLY boring... ![]() |
#30
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Been away for a long time and missed the new patch. Anyway, to address the initial question...it doesn't seem possible to use IL2's graphics engine in CoD, simply because they are coded in different languages.
IL2 was done in Java and C++ CoD was done in C# and C++ You can't copy/paste code between different languages and have them work, and i suppose you can't just "import" code (running a language within a different one) without massive interoperability issues. What happens is that depending on how each language handles compilation and execution, it might be possible to have some modules written in a different language to execute in a program written in another. I think that's what's going on with speedtree for example, it's a C/C++ module running inside the rest of the software which is done in C#. A single module we've seen how it affects performance. It would probably be an insurmountable interop hurdle to have the entire Java-based graphics engine from IL2 running in CoD. |
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