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I do agree on the main point though - performance does need to be improved, particulalry for low-mid end system. Whether this comes from optimisation of the code itself, or better tuning of the available graphics settings - I don't know. |
As someone suggested earlier, I've found "Land Shading" to be a big resource hog. Setting it to low basically got rid of stutters for me.
Here are the settings I'm currently using to get the game to run on my 4870 (512MB): Resolution: 1920*1080@60 Full Screen: On Model Detail: High Buildings Detail: Very Low Land Detail: Medium Forest: Very Low/Low Visual Effects: High Texture Quality: Medium AA: Off Epilepsy: Off SSAO: Off Damage Decals: High Buildings Amount: Unlimited Land Shading: Low Grass: Off Shadows: On Roads: On Its not completely smooth (when low down for example) but it is acceptable. Finally able to use the game somewhat over england (havent experimented there much). |
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Cliffs of Dover is an horrible programmed and optimized game at present state...it is also uncomplete in the percentage of 50 . I really hope the devs in a month or 2 will give us a full, repeat FULL, playable game! Tally ho! |
Land shading has nothing to do with landscape shadows.
Shadows can only be turned on/off. Shading controls the way hardware shaders render the terrain textures and how landscape reflects light (Do you think terrain is too happy greenish?, turn shading to its best and behold beauty). Shading is all computed in gpu, so it is a killer in ancients video cards and as it is calculated for every pixel performance is very dependant of resolution you play: For example you could play with the better shading settings in a very old gpu if you play with a very slow resolution 300x400 or so XD. So better shading is better and detailed terrain ilumination not shadows. |
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You are right Dolphin, we definitively had less cities in the online wars, but the job was done, same as when we were near those German flaks (Opel Blitz) and the AAA of the battleships, frame show. In this game the graphic detail of the houses is amazing. Only problem is that for us flying dogfight full real, nobody will ever be so near to enjoy the artistic detail so it is a bad overkill and the biggest problem the programmers have seems to be how to sensibly remove it (or gradually present it). Anyway, 1,5Gb is the magic number (the min RAM your GPU has to have nowadays...). ~S~ PS. @squidgyb: Good to hear that someone does fly smaller resolutions than me after all... :-) |
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-Also its not an issue with vram (well it is but it "shouldnt be") because the flight sim should not be maxing it out, if its maxing out it means the programming is crappy and they are not removing rescources/textures from Vram memory when they arent needed, or equally as bad they are loading stuff into vram that should be stored in system ram then sent to vram when needed (its hard drive paging thats slow). Why is it maxing vram but not using more than a couple of gigs of system ram? (from what I have been told/seen). Why are they not offloading tree hit boxes to another thread? They said it would require them to raise the games min requirments (although if it was optional it wouldnt) but if the games build for the future why are they afriad to use more than 4 threads? |
I think the perforamnce is getting there.. I run the "BLack Death" track at an average of 64 with a high of 192 at 1920X1200 with everything on HIGH except SSAO OFF and SHADOWS OFF
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