View Single Post
  #26  
Old 10-22-2010, 01:52 PM
JAMF JAMF is offline
Approved Member
 
Join Date: Sep 2010
Posts: 187
Default

Cockpits are beautiful! They should be very immersive.

Quote:
Originally Posted by Oleg Maddox View Post
64 bit supported in a separate EXE
3 monitors was possible. Didn't check it now... probably still works
Quote:
Originally Posted by zapatista View Post
oleg,

if you have a moment can you plz answer the questions this poster asked earlier ?
- i am particularly interested in the function of using 3 monitors and being able to set FoV's for them correctly (partic since the monitors might have to be DIFFERENT sizes, which requires a different FoV setting for each monitor)
- the 64 bit question and being able to use more ram is also important
Mr. Maddox, thank you for partially answering my questions in the previous update thread, when you replied to Zapatista. My original questions were more detailed and I had more of them , but if you can't answer them (yet), I'm happy with a "Can not answer now" reply.

- Is surround gaming (3 screens) being taken into account in development? Flexible FoV? Or will there be an option for users wit 3 screens, to render the view through 3 viewports, like it was done in the racing simulation rFactor?

- Will it be possible to use real DeviceLink cockpit dials in MP? As a way to avoid what could be considered cheating by others, the dials which are destroyed in the game, the real cockpit dials get deactivated through DeviceLink (data output = 0).

- Will we see raindrops on the windscreen, like in the original IL2 demo?

- Will we see rivets on the wing and would they be bump- or normal-mapped?


- (answered) Is the SoW engine ready for future 64Bit development, so it can use more than 2GB and load everything into memory on systems that have the memory? Like load all LoD models and all textures into memory to fill up 8GB?

Thanks!

Last edited by JAMF; 10-22-2010 at 01:54 PM.
Reply With Quote