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-   IL-2 Sturmovik (http://forum.fulqrumpublishing.com/forumdisplay.php?f=98)
-   -   Friday 2010-10-01 Dev. update and Discussion (http://forum.fulqrumpublishing.com/showthread.php?t=16751)

The Kraken 10-02-2010 01:29 PM

Quote:

Originally Posted by Dutch_851 (Post 186421)
Tumbleweed floats and bounces gently across the screen..............:grin:

In answer to my own post it seems to me to be the contrast between the darkness of the trees and the paleness of the fields at this altitude in the SoW shots.
For the fields to be that pale, I'd expect the trees to be less black green and more green green, yet when we get lower, they seem more green green relative to the surrounding landscape.
Maybe a simple colour contrasting thing.
Anyone?:confused:

Ok, I'll bite :)

You were asking about what's missing from SoW's landscape that makes it look strange. Above all it is texture resolution: as displayed the textures are extremely blurry, and in contrast you have the relatively sharp edges of the tree lines. There is a mismatch in detail which is something the human eye is quite good at realizing. The impression is that the trees a somewhat detached from the landscape.

As for the trees themselves, there are repeating patterns in the forest areas; yet again a focus point for the eye and something we aren't used to from reality, so it looks out of place.

These are the main issues I can see. I'd expect that in motion, the tree rendering as shown on that screen (which is already a bit older) could also result in some flickering.

Note that none of these issues are unsolvable (it's possible they were already non-issues when that image was taken, just not in that detail level). The colours and lighting themselves look spot on to me, and the atmospheric model is way beyond what Il2 provides. The same goes for the view range which is exceptional (most sims have a much closer horizon).

In the Il2 image you posted, the main drawbacks are the colours (see above) and the fact that a lot of the vegetation is only part of the texture, although that's not too apparent from a still shot at that altitude.

A final point: we haven't seen medium-distance shadows in any SoW screen yet. Shadows are very important to generate the impression that objects are placed within the landscape (and not "floating"; partially an issue with the trees). Il2 can create some very good images because every object up to a certain distance casts a nice shadow. Seeing a higher shadow distance (probably a quality setting) would also improve the SoW scenery a lot.

swiss 10-02-2010 01:39 PM

Quote:

Originally Posted by Avimimus (Post 186494)
I agree - a lot of people are pretty blind. They don't see the changes (or what is implied by them). They'd be happier with pre-rendered intro videos.

The problem is they expect something else than Sow will be.

They expect a movie-like game, "photorealistic".

As far as I can tell, that's not going to happen.
This will be a Sim with a very complex engine focused on mechanics rather than just optic appearance, although I'm sure they try to make as photorealistic as possible, it's just not 1st priority but 2nd.
That's ok for me, I share this opinion.

I could be wrong though.

ATAG_Dutch 10-02-2010 01:46 PM

Quote:

Originally Posted by The Kraken (Post 186609)
Ok, I'll bite :)

That's very useful info, thanks. I'm aware of the visual perception type stuff.:grin:
It's technical things about programming, DX this and that, AA, AF, or anything to do with computers I'm rubbish at.
Thanks for responding!

swiss 10-02-2010 01:46 PM

Quote:

Originally Posted by Blackdog_kt (Post 186512)
I think this is because we don't have a dedicated moderating team. Nearmiss is just one person and he can't be everywhere all the time.
The double edged sword about forum moderation however, is the fact that those who spent a lot of time on a forum and could possibly moderate are usually also the same people who can't keep a level headed attitude and totally lack the qualities of a good moderator :grin:

So you just delete the posts you don't like?
This is the Internet and I am free to to give a shit about someones opinion - I hope that's what Oleg does.
Censorship is very bad idea.

Nearmiss is doing a good job.

swiss 10-02-2010 01:55 PM

Quote:

Originally Posted by Daniël (Post 186544)
(Sorry to start the swastika discussion again.)
Wouldn't it be possible to make a downloadable patch for the realistic markings with swastika's? The Internet is 'intercontinental water' so laws don't really matter. (Or am I wrong?) So the people who want realistic markings can download it.

Still you can't use them on servers which are located in a country with swastika ban.
I thought I need swastikas for a quite some time - but spending most time on German servers I learned that I in fact don't, I even deleted most of the skins with it, just to avoid confusion.
Try to fly without 'em, you'll get used to it very soon. ;)

matsher 10-02-2010 01:57 PM

Ya wa weee waaa
 
This week I am going to take out umemployment insurance. Cause I am almost certain that when this beautiful sim comes out I am gonna get my ass fired.

This sim almost makes that Fiat look pretty. Trust the Italians to turn a fighter plane into a cabriolet. Shhesh

Oleg - I am not certain what the issue is with the numbers on the plane - They look fantastic just the way they are now. And the weathering on the fuselage is simply brilliant.

Maybe you should just release the sim as arial photography software... Its that good.

winny 10-02-2010 02:01 PM

Quote:

Originally Posted by Dutch_851 (Post 186607)
Thanks Winny, that's precisely what I was hoping someone would do.
I've no idea how to do it myself.
As we can see, simple alterations make a huge difference.
If DX11 also improves definition, the disparaging 'watercolour' comment also reduces in significance.
I've said from the outset that we should trust the dev's to do a sterling job, and they know more about it than most people here put together.
Good post mate, thanks again.

It was a rush job but I did it originally for my own peace of mind a few weeks back with the spitfire over the sea screenshot and was impressed with how it looked. I didn't post that pic because I feel slightly wierd 'touching up' someone elses work.. but seeing as you asked :)

ElAurens 10-02-2010 02:09 PM

Thank you Oleg for all the efforts in keeping us up to date with all these updates. Please know that there are lots of people watching these and discussing them in our squad forums and we are all very appreciative of all you do to keep us informed. Our resident former RAF pilot is chomping at the bit to fly a Hurri!

As to this edition's turn for the worse.

Some of you should be thankful I'm not a moderator here, and even more thankful that I was not your school master in the lower grades. Your parent's failure to inculcate tact, manners, and decorum would not have gotten past me.

BE VERY SURE.

philip.ed 10-02-2010 02:09 PM

Can you post it Winny? I hear that WoP looks pretty bad without filters, so I imagine that if the clouds were defined more and the terrain had higher-res-textures than a filter could make it look awesome (so long as it was realistic...)

diveplane 10-02-2010 02:09 PM

Quote:

Originally Posted by Baron (Post 186598)
P.S. I shudder when thinking what the threadh will look like when oleg posts a vid with sound in it.


OMG.

pray they dont sound like flying lawnmowers this time, il2 was terrible in prop audios. however saying that theres some very nice audio mods that corrected a lot of the stock sounds.

really hope they study audios and sound dynamics this time and use real aircraft samples.


hardest audio to emulate in a game is flyby audio effect distant sounds
reverbs.


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