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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 07-27-2012, 02:04 PM
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Originally Posted by BlackSix View Post
Hello everyone!

We’ve just fixed the last major bug about five minutes ago. We are building the new patch right now, but we’d like to keep it in for Monday just in case something else comes up. We’d really like to avoid releasing it with some other unforeseen issue.

The good news is, the latest build incorporates a new optimization feature that deals with effects and clouds and increases FPS with barely any loss to graphical features. Setting Effects to Medium or Low in Video Settings will really smooth out the game. Some comparison screens are attached.

And finally, as usual, some shots from the upcoming sequel.

Have a great weekend!

Are you blokes fair dinkum? Just had three weeks holiday and you're bringing out the patch when I go back to work lol.

I won't be lowering my settings. They're fine maxed out. Just hope it works well for others so there's more people playing online.

Anyway, thanks for the update and us Aussies will check it out Tuesday cause you buggers are so far behind.
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Old 07-27-2012, 02:22 PM
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If it all works out many thanks, I truly hope it does
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Old 07-27-2012, 03:19 PM
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Originally Posted by BlackSix View Post
Hello everyone!
...
Hi BlackSix.
I saw the pictures, 15 to 22 and 7 to 11. I don't care how much whining here, the 47-53% prformance increase looks promising, especially in such a slow configuration.

But i compare these two pictures, and i didn't see any major differences. The smoke blurry a little, the cocpit glass refraction is different, and some harsh reflection is missing. So, the dynamic lights and effects caused the graphic issues? Or the materials?
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Last edited by VO101_Tom; 07-27-2012 at 03:23 PM.
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Old 07-27-2012, 03:57 PM
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Very interesting subtle changes to achieve framerate boosts as shown.

I noticed differences in the following "glare/drawing" by flipping back and forth between the pics.

Cockpit glare different.
Antennal mast and cable different.
Pitot tube different.
Gun flash different.
Vehicle being shot different.
Some shiny objects reduced.
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Old 07-27-2012, 04:15 PM
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Oh well, performance increase when turning down the grafics quality.

B6, can you please ask Luthier if the grafics engine rewrite is finished now and the devs can continue/start to work on the gameplay issues?

Good looking IL2 'though.
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Old 07-27-2012, 04:42 PM
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What we are seeing now is the reaching of last stages by new texture manager introduced along with the rewritten graphics engine.

The screenshots are almost equal but if you look closely you will see how the clouds, reflections, smoke and tracers are more blurry (for example), that's because now the effects option is tweaking down the textures resolution from the effects.

This is an improvement because tweaking down the effects in the official build have almost no impact, so it solves nothing for low profile PCs.
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Old 07-27-2012, 04:26 PM
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hey guys relax, all of this can be tested the monday (i hope) so lets get constructive till the monday, and later test it , take opinions
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Old 07-27-2012, 04:49 PM
Ataros Ataros is offline
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Originally Posted by Toni74 View Post
i even can't remember one single official answer about that issue. seems like they just ignore it.
It was discussed here that with deferred shading AA is not that easy to do as it was 5-10 years ago.

http://en.wikipedia.org/wiki/Deferred_shading
Quote:
One more rather important disadvantage is that, due to separating the lighting stage from the geometric stage, hardware anti-aliasing does not produce correct results any more: although the first pass used when rendering the basic properties (diffuse, normal etc.) can use anti-aliasing, it's not until full lighting has been applied that anti-alias is needed. One of the usual techniques to overcome this limitation is using edge detection on the final image and then applying blur over the edges,[4] however recently more advanced post-process edge-smoothing techniques have been developed, such as MLAA[5] (used in Killzone 3 and Dragon Age 2, among others), FXAA[6] (used in Crysis 2, FEAR 3, Duke Nukem Forever), SRAA,[7] DLAA[8] (used in Star Wars: The Force Unleashed II), post MSAA (used in Crysis 2 as default anti-aliasing solution).
Thus MLAA or FXAA add-in is the way to go. I do not use it but it works good according to reports here. It is a shame though the devs did not built it in inside the game yet like other bigger studios did. Maybe it takes too much resources for a small team.

Last edited by Ataros; 07-27-2012 at 04:51 PM.
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  #9  
Old 07-27-2012, 05:14 PM
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Good news!

Bombers next please




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Old 07-27-2012, 06:46 PM
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Originally Posted by ATAG_MajorBorris View Post
Good news!

Bombers next please




.
* BF109F Cockpit
* IAR80 ?
* maybe , bomber, will nice to see JU86 in stalingrad. (diesels engines)
* russian womans antiaircraft gunners
* Yaks-7b & 1 & Bf109G-2 must be nad too the FW189
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