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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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Hey BlackSix or anyone else,
I have not tested in latest patch. Is Megatextures and FOG Are megatextures and fog usable yet? Megatextures tpically mean the use of massive blanket textures (Like in Rage) (Does not need lots more Graphic card RAM like you would just forcing big textures like 4080x4080 ). Or is the Megatextrues meaning the use of textures at 4080x4080 (requires lots of graphics Ram). Also Can anyone explain about the effect of buildings and trees popping up (at any distance)... Any chance we can have them "Fade in/Fadeout" Makes for a much more seamless environment. Would this be hard to put in BOM if you can't for COD. Just asking.. ![]()
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__________________ Win7, 64bit Ultra Asus P8P67Pro MB Intel i7-2600K Coursair 16GB (4x 4GB), DDR3-1600MHz Gainward Nvidia 580GTX 3GB DDR5 850-Watt Modular Power Supply WIN7 and COD on Gskill SSD 240GB 40" Panasonic LCD TrackIR5 + Thrustmaster Warthog stick, throttle & pedals Last edited by hc_wolf; 08-03-2012 at 05:12 AM. |
#2
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Having megatexture feature implemented into the game would be great, at least from memory usage point of view (and terrain graphics quality). it would also mean, though, that terrain dynamic lightning is gone. |
#3
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Tried these settings in a MP server game, UseFog=1 does not crash the game for me but cannot see any 'fog'. MegaTexture=1 caused a launcher failure on game startup.
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When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE |
#4
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Not sure about CloD's megatexture - but John Carmack first coined it for the idTech5 engine. Basically it's a texture virtualization system that allow the use of up to 128000×128000 textures.
Crazy stuff. The game rage had 20gigs texture and it's absolutely beautiful and it has almost no repeating terrain textures. The whole world felt hand crafted. It's also why Rage was plagued with initial technical difficulties during release. Graphics manufactures had to put their act together for the new methods of retrieving textures. I assume CloD dropped this direction because they simply didn't have the resources (and that's why CloD had some crazy huge textures, I assume they were planning to go the mega textures route) |
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