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-   IL-2 Sturmovik: Cliffs of Dover (http://forum.fulqrumpublishing.com/forumdisplay.php?f=189)
-   -   pcgameshardware interview (http://forum.fulqrumpublishing.com/showthread.php?t=19170)

Hecke 03-12-2011 04:40 PM

Quote:

Originally Posted by KG26_Alpha (Post 233739)
Nice

Oleg Maddox: Second, we plan to enhance the landscape visually by tessellation
and post-effects such as a Local Tonemap operator or high Qualitiy Screen Space Ambient Occlusion (HQSSAO) use.
.

When some people here first came up with tesselation questions, they were insulted and shouted at by others claiming there would be no use for it in flight sims.

KG26_Alpha 03-12-2011 06:20 PM

Quote:

Originally Posted by Hecke (Post 233743)
When some people here first came up with tessellation questions, they were insulted and shouted at by others claiming there would be no use for it in flight sims.

You always did well to use Nvidia with IL2 and the same seems true of CoD.






.

Tree_UK 03-12-2011 06:40 PM

Quote:

Originally Posted by Hecke (Post 233743)
When some people here first came up with tesselation questions, they were insulted and shouted at by others claiming there would be no use for it in flight sims.

Thank you Hecke, i mentioned several times about how much DX11 would benefit COD, and was of course shouted down by the so called 'experts'.

Chivas 03-12-2011 06:49 PM

Quote:

Originally Posted by Hecke (Post 233710)
Unfortunately there's no info whether the engine takes advantage of more than 4 cores and/or hyperthreading.

Oleg states in the interview that hyperthreading is being used, and multiple cores, but its hard from the translation to conclude how many cores can be used.

The Kraken 03-12-2011 07:21 PM

Quote:

Originally Posted by Hecke (Post 233743)
When some people here first came up with tesselation questions, they were insulted and shouted at by others claiming there would be no use for it in flight sims.

Nonsense. The discussion was about how much tesselation would improve the graphics, and how big an omission it is (and in extension, having no DirectX 11 support on release). Those points still stand of course, even though the usual suspects like Tree will quickly twist Oleg's statements again to make it seem as if their previous claims had some substance.

Using hardware tesselation for the landscape is obviously a no-brainer as it already is tesselated; everything else is still of minor value (craters) or simply a no-go (3D models or trees).

The Kraken 03-12-2011 07:23 PM

Quote:

Originally Posted by Tree_UK (Post 233759)
Thank you Hecke, i mentioned several times about how much DX11 would benefit COD, and was of course shouted down by the so called 'experts'.

Rightfully so - you were wrong back then and you still are ;)

Tree_UK 03-12-2011 07:29 PM

Quote:

Originally Posted by The Kraken (Post 233771)
Rightfully so - you were wrong back then and you still are ;)

Read the interview with Oleg, read it again and again, and then come back and apologise to me.

The Kraken 03-12-2011 07:37 PM

Quote:

Originally Posted by Tree_UK (Post 233773)
Read the interview with Oleg, read it again and again, and then come back and apologise to me.

No matter how often one reads it, it still lacks the part where Oleg says "our engine is outdated for not using DirectX 11 and without it everything will be hopelessly slow" ;)

winny 03-12-2011 07:53 PM

Quote:

Originally Posted by Tree_UK (Post 233759)
Thank you Hecke, i mentioned several times about how much DX11 would benefit COD, and was of course shouted down by the so called 'experts'.

No you didn't you just kept banging on about how they'd taken it (DX11) away. That you were lied to, etc etc etc. Nobody said DX11 was a bad thing, nobody. it was your reaction to it not being in the initial release that caused the 'shout down', what a victim you are.


You're still looking for that 'I told you so' moment then..

Sauf 03-12-2011 08:22 PM

Quote:

Originally Posted by The Kraken (Post 233688)
Interesting indeed, thanks for the link! The 1000km view distance strikes me as somewhat excessive though ;)

They had to model a 1000k view distance, otherwise we wouldnt be able to see where our tracer rounds hit when they introduce da .50 cal


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