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SOW and round shapes quallity
Hi all
I'm mad about this game and Oleg is still my hero but it is still a whine... It is still easy to spot the straight lines in engine model outer lines of JU-88 as seen here: http://forum.1cpublishing.eu/showthread.php?t=15932 To see thing like that in modern sim to be released is a bit disapointing,I know the work on models started long time ago, but, to see much more perfect engine shape in FB new planes and expect to have is somehow sad for me - can it/will it be improved for better? gprr |
2 words.... polygon budget.
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Well you have to remember that the game engine is effectively already out of date if it was started in 2006/2007, SOW has taken that long to develop that i guess it will look a little old when released as others have already pointed out. however that said we still haven't seen anything in high res or with high detail in DX11 so I would imagine it will look somewhat better than what we are currently seeing, how it will run is another story. :grin:
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Personally, I couldn't care less if the graphics is "so last year standard" as this game is all about everything else than today's standards which translates to = too much time spent in polishing up models and not enough time spent in getting the gameplay right. All this can be polished up later on with patches and what not. I am much more interested in seeing some examples how AI in this game functions and more importantly - how are sounds modeled. In other words, do we get "land mowers" or Rolls Royce and Daimler-Benz engines. ;) |
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I hope it doesnt stop future development wit hthe dwindling market and lack of profits |
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You're saying that the game is outdated and as such is not able to compete with more standards in terms of graphics and polygons. But even your professional pessimism has to give way to logic: Considering a game needs between 3 and 7 years of development, chances are these modern games you compare it with, in fact are very likely to be much older than SoW. :-P |
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Storm of War has to balance details on individual objects with overall world detail. Toss in a hundred plane engagement with an extremely advanced physics model (many big budget video games do NOT have the same level) and an advanced AI model that has to operate in a very complex world... Yes I think we can forgive them for having small numbers of polys still showing here and there. As they are.... they are barely noticeable and with some anti-aliasing on the scene you'll barely notice them. |
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I agree the sooner the better for its release, but 5-10 million, I really doubt that figure. |
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8 poly sided circles - in Il2 Sturmovik The renders are significantly better. It's going to take a lot more processing power for 32 to 64 poly circles. LOL |
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Well i have a general understanding of what a game engine is and does, but i have never worked in that enviroment, my knowledge is in hardware.
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It's not like they say, "Well, we've got a plan, lets start programming it 1:1", starting from line 1 and finishing with [END] 2 weeks before production begins. I can't imagine any process being that static, linear or unable to be changed to include improvements and changes. And it's not necessarily right, that bigger teams with more resources or money produce games faster. If you think about which games you describe with these words, it's either the mainstream games or those of very renown software-developers. But if you take a closer look, e.g. at Call of Duty, Unreal Tournament, Sims, Flightsimulator, etc. you can see that these are all sequels very much based on previous releases, with minor changes to the engine and mostly cosmetic changes. Long story short: Just because somebody get's more money doesn't mean he does the job better. If it was that way, we could have spared one or the other global financial crisis. ;) |
It could be part of the reason why SoW is taking so long. It's gonna take much longer to program than a 'game' and in that time there are new developments in the industry which then get included and so on.
'Normal' game developers would just release the game after 18 months, then continue to develop the idea and do a sequel (sales dependant). SoW has to be a lot more future proof than your average shooter. So it's probably being constantly updated engine wise, as new tools become available. It must be hard to know when to stop. |
^^ exactly.
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Hi ya all
Looknig closely at Olegs late FW-190's - Antons and Doras that look better(maybe due to a bit smaller diameter) it seems that game engine is not the limiting reason but improved industry standard vs old aircraft model that didn't get the rework it needed. The bright side - if FB can do perfect round engines;) and it does, SoW will not try to CTD my PC on the spot(from that aspect only...:):lol: gprr |
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I'm also surprised there isn't software that will simply stitch together a 3D model from stills taken at different angles - automatically correcting for perspective and size discrepancies. |
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I can see it now...
WE ARE going to get another hilarious flood of threads that are intended to "scare" Oleg into revealing the "SoW" release date (or web site, or in-game video's, or you name it). Examples... 1) You better hurry up and release the game...its going to be "out of date" soon. 2) You better hurry up Oleg..."Rise of Flight" is planning a WW2 add-on. 3) ...Micro$oft is adding a damage model and explosions (guns, ect) to the "Simulator X" series (soon, I read it here). 4) "I'm so frustrated with Oleg's lack of interaction with the community that I will never buy the game" 5) Oleg lied about the release date. 6) "This game is vaporware..." 7) Ubisoft is preventing the release of SoW... 8) It doesn't look as good as "Simulator X"...show us screen shots. LOL !!!! |
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I have never quoted anything from that list.
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You can build models using mathematics rather than points in any good 3D modelling package (Maya, 3D Studio Max etc). Methods like NURBS and Bézier Curves use mathematical equations to describe an object rather than points. The draw back = speed. Rendering and animating an object using these methods taxes a processor quite heavily. While using todays CPU/GPUs you can render a lot of NURB objects and animate them in 3D modelling programs, to translate that into modelling planes, ground vehicles, terrain (not such a big deal), trees, NPCs would be a huge drain on even todays PC's. Don't forget the system/game engine also needs to deal with user input, AI, Physics, Lighting, Networks etc. Don't despair though, it's not impossible. Quake III had a few animated NURB objects and that was in 1999. |
Apparently it's all out of date according to this article.
http://www.atomicmpc.com.au/Feature/...just-that.aspx ...and we will be playing hi def 3D games on our mobile phones all because of the power of Voxels! Hmmmm! Didn't Comanche V Werewolf use Voxels?????? Cheers! |
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Just to clarfiy one point this is not a voxel graphics SDK. This is software that does use point cloud data but the real development they claim to have made is the algorithm that renders the individual points.
It's an interesting development but far from being the next step in producing CG geometery..Nice find tho tiger i'll be keeping a look out for a trail version of the SDK when and if it's completed. Don't chuck your graphics cards away yet;) |
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I forgot a complaint that you have never used... "With Oleg focusing on useless details like moving grass, its obvious that Oleg has become lost in his own little world, and Ubi had to pull their support." OR "With Oleg focusing on details like moving grass, I can tell that SoW will not be a very good Combat simulator...and the damage model will be under developed." ;) |
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