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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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  #21  
Old 01-27-2011, 06:18 PM
recoilfx recoilfx is offline
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Originally Posted by Tree_UK View Post
I cant believe they built a 2013 game built on DX9-10 and not DX11. That just doesn't add up.
Why not? DX paths are just different renderers. The developers are right to concentrate on DX9-10, where 90% of the market is at.

It's not like the whole game is based on DX versions. You don't need to dump the whole engine for a few new DX11 APIs.

I am sure that the developers have looked into DX11. Maybe that path is even half done, but they realized that the additional time and money needed isn't worth it for this release.

When the time the market is ready for DX11, they only need to rework their renderer and release the upgrade as an expansion pack. I'd gladly support Oleg with more money.
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  #22  
Old 01-27-2011, 06:23 PM
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Azimech Azimech is offline
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Originally Posted by mr71mb0 View Post
Perhaps weather, AI, FM, DM, online environment updates as more cores / CPU power becomes available.
I sure hope AI, FM and DM are at 100%.
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  #23  
Old 01-27-2011, 06:28 PM
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Azimech Azimech is offline
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Originally Posted by Blackdog_kt View Post
I wouldn't want to fly a 109 and have it create overdone bumps and whatnot on the metal fuselage skin that were different each time...
I believe the name Warthog was for a different plane so I agree.
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  #24  
Old 01-27-2011, 06:38 PM
Heliocon Heliocon is offline
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Originally Posted by The Kraken View Post
Well it's a bit more than that and includes some promising concepts (unlike DX10 which was pretty much a dead end), but currently it's still a niche technology that has to mature - not much sense in wasting development resources on that if there are better things to do that everyone profits from.

Tesselation in particular is more of a buzzword than a useful technology at the moment. Too much effort required on the modellers' part for anything but trivial cases (where displacement or even bump maps work nearly equally well), and too slow to provide any performance improvements over established technologies.

As with previously advertised so-called "break-through" technologies (e.g. texture filtering, hardware T&L, antialiasing) it may eventually turn out to be fundamental on the 2nd or 3rd generation of cards that support it. However given that most games these days are ported from consoles, where this obviously isn't available, it's unlikely that we'll see widespread use for this in the game industry beyond some smaller cosmetic improvements to surfaces.
Wrong.
1. Tesselation requires relativly little modeling work for the level of detail it gives, thats why its great.
2. Tesselation is dynamic which means it wont render geometry you cant see because of distance, in dx10 you would have to render it, or switch out models are distance. Either option is more work and worse performance.

Napoleon total war was capped to about 12k max soldiers on the battlefield before the engine started to "break down" on even the best pc's. They had to use sprites to reduce the gpu load at a distance.

Shogun 2 total war will have a cap of over 57k soldiers on the field, running DX11, soldiers will be tesselated and not use sprites. Its system requirments are also very similar/the same as NTW, just the gpu is 1 gen up. ie dx11=better performance.
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  #25  
Old 01-27-2011, 09:50 PM
Chivas Chivas is offline
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I don't understand why its so hard to realize that they were working on DX11 features but were experiencing too many bugs to release these features. It has nothing to do with the developers being short sighted.
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  #26  
Old 01-27-2011, 09:56 PM
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bf-110 bf-110 is offline
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Not sure if this is off topic,but how flexible is SoW engine?
I mean,if it´s a game that can get outdated in a few years,if it will still be a modern game in 2014,if the game can be upgraded to have better graphics/sounds/etc.
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  #27  
Old 01-27-2011, 09:59 PM
swiss swiss is offline
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Originally Posted by Chivas View Post
I don't understand why its so hard to realize that they were working on DX11 features but were experiencing too many bugs to release these features. It has nothing to do with the developers being short sighted.
because some teenagers can't take it if don't receive the newest, flashiest stuff from day one, plus, they are impatient.
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  #28  
Old 01-27-2011, 10:11 PM
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Robert Robert is offline
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Originally Posted by bf-110 View Post
Not sure if this is off topic,but how flexible is SoW engine?
I mean,if it´s a game that can get outdated in a few years,if it will still be a modern game in 2014,if the game can be upgraded to have better graphics/sounds/etc.

Short answer, YES. That's the whole idea behind what Ilya said on the facebook page. CoD will have scalable graphics AND features that are already encoded into the game's engine so when the time is right they can be flipped on like a switch.

In the original IL2/FB there weren't detailed clouds, and perfect landscape. After about four years and PC specs came up to a certain level these features were either turned on or implemented by Oleg's team. A totally modular design feature.
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  #29  
Old 01-28-2011, 02:18 AM
Heliocon Heliocon is offline
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Originally Posted by Chivas View Post
I don't understand why its so hard to realize that they were working on DX11 features but were experiencing too many bugs to release these features. It has nothing to do with the developers being short sighted.
Yes, you are right. I would of had no issue at all with this if the devs had not implied dx11 would be in for release. They should of clarified what will be and will not be in the game at an earlier date. There is a scarcity of information on the game, in fact there is nearly nothing which leads to speculation or wrong assumptions.
Also it conflicts with their claim on the "lifetime" of the new engine...
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  #30  
Old 01-28-2011, 02:54 AM
zauii zauii is offline
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Originally Posted by Tree_UK View Post
I cant believe they built a 2013 game built on DX9-10 and not DX11. That just doesn't add up.
You make dx11 sound a lot more important for the consumer than it actually is, have you actually understood what dx11 does or are you just looking at the numbers..
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