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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 01-12-2010, 05:45 AM
MikkOwl MikkOwl is offline
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Heh, suckers. I can't even see stereoscopic/depth perception properly because one of my eyes has shitty vision and does not look 100% where the other one looks (slightly offset up-left). I have tried differents stereoscopic 3D methods several times in my life and the only thing that happens is that I see 'double' massively. Two different images at the same time, offset, as if very tired/drugged. Colour differences makes it so much worse. Since I don't know what I am missing and find out for myself, I don't care.

Storm of War is supposed to use DX11 from what I recall reading before. Dx9 was the simplest rendering method they had, which is the one that has been used in many of the screenshots.

I think what I want the most, support wise, is proper force feedback. The one used in IL-2 is very crude compared to what is possible. FF is the most immersive thing they can add, I think. Actual physical sensations from the control column.
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  #2  
Old 01-12-2010, 06:43 PM
distant distant is offline
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DirectX 9 & 10 will work if there aren't objects at wrong depths (ie. common objects @ wrong depth are 3D clouds and ground objects.)

The latest game/sim Wings of Prey has its 3D clouds at wrong depth thus ruinning the S3D graphic badly, I had to shelve it right after having bought it on Steam. Hopefully SOW BOB will work in S-3D right away on release without the same problem.

Last edited by distant; 01-12-2010 at 07:42 PM.
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  #3  
Old 01-12-2010, 08:49 PM
blades96 blades96 is offline
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Yes, if done properly 3d would add hugely to the experience of playing this game. If it was I would probably splash out for a 3d system just to play it this way.

Those who already have 3d systems, how well do they work with other flight simluators?
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  #4  
Old 01-13-2010, 04:56 PM
merlin66 merlin66 is offline
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One problem I have seen in flight sims is that the scenery is often rendered first, then the cockpit is rendered on top of it in a different coordinate system. So with a naive stereo driver that simply offsets the viewpoint, the relative sizes of the cockpit and surrounding world is completely wrong.

I could be wrong, but I would expect that the game needs to be aware of the stereo view to solve this problem...
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  #5  
Old 01-13-2010, 05:36 PM
13th Hsqn Protos 13th Hsqn Protos is offline
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3d gamers are an infinitesimally small percentage of the market.

I seriously doubt Oleg is going to bother (at least at the start) to make the sim for such a small niche sector. Perhaps later but even then I tend to doubt it ........ not worth the coding time.
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  #6  
Old 01-13-2010, 07:19 PM
distant distant is offline
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Well, that's what they said about S-3D movies before Avatar. Heard about that infinitesimally world wide cume movie?
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  #7  
Old 01-14-2010, 09:43 PM
CRO_Adriatic CRO_Adriatic is offline
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3D is only posible future
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  #8  
Old 01-20-2010, 07:49 AM
Darkbluesky Darkbluesky is offline
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Quote:
Originally Posted by 13th Hsqn Protos View Post
3d gamers are an infinitesimally small percentage of the market.

I seriously doubt Oleg is going to bother (at least at the start) to make the sim for such a small niche sector. Perhaps later but even then I tend to doubt it ........ not worth the coding time.
Nothing compares to flying in 3D, if possible in big screen, you feel height, and you feel IN cockpit. I understand "distant" perfectly. Any state-of-the art and wonderful sim played in 2D turns pale when it is compared to itself but in true 3D (immersion wise). Most of the people have never had that experience though. People need to test it to believe, and test it without being against it from the beginning, of course. Anyway, what I wanted to say is that I put that question to Oleg in these forums during the first (recent) updates, and maybe people is not aware of the answers of Oleg:

Quote:
Originally Posted by Oleg Maddox View Post
First of all thanks you for you warm words. Really my honesty was always a problem in my life... Especially in soviet time...

If NIVIDIA will give us that hardware later, then I don't think that to implement the page of their souce code would be too complex. I personally have great experience in steroscopic images both in photo and computer. In the past we were one of the very first developers that supported VFX-1 and I-Glasses helmets and stereo gogles. But it was born probably too early.
And:

Quote:
Originally Posted by Oleg Maddox View Post
NVIDIA in direct contact with us. Currently they want us implement the separate support of CUDA.
However its not a time when we may spend additional great time to work with it even it is possible. But we are in constant contact and they never told me about new steroscopic item.
Anyway any implementation of such things as steroscopic should go only when everything is clear and we may spend additional time. Maybe even after release. Because I'm sure there will be add-ons. Not like in the past, but will be. Something will be free. Something - not. The project is too much time and money engrossing due to its complexity.
So, I have faith in Oleg. He likes stereoscopy and has big experience with that in PC and photo, he is not as a normal developer/producer. He has additional interests on several things that other developers not. So, I have hope. When BOB will be published, I will try to contact him to remember him about that (if needed, fingers crossed). Will see.

You can read my messages, to which he was responding, following the link http://forum.1cpublishing.eu/showthr...ion#post115231

PD In the same topic, it was stated several times that the code is no more OpenGL, it is DirectX, and it will use DX10 (?) and DX11 (DX9 too, I think)

Last edited by Darkbluesky; 01-20-2010 at 08:02 AM.
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  #9  
Old 01-20-2010, 02:20 PM
distant distant is offline
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@darkbluesky: thanks for the info, there is a big chance that the game will work with 3DVision since it's directx based. If they take care of the clouds' and ground objects' depth then it'll be perfect.

Quote:
Nothing compares to flying in 3D, if possible in big screen, you feel height, and you feel IN cockpit
You reminds me of the first moment when DCS's Blackshark cockpit appeared in S-3D on my 61" @ HD resolution, my 'scream' of joy was probably heard across the neighborhood. Immersion was an understatement. I was actually flying the damn thing. It was pure bliss and it haunted my every waking moment for days afterwards.
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  #10  
Old 01-15-2010, 07:47 PM
distant distant is offline
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I agree that there's some disconnect between the cockpit view and the outside view of most flightsims/racing games in the past, except for the beautifully designed Jane's WW2 fighter that worked wonderfully with S-3D in both views IIRC.

iZ3D stereoscopy driver handles this problem by having convergence user presets that users can switch between views. Nvidia, on the other hand, is much too slow to catch on and even now, more than 10 years later, still doesn't have this capability.

And of course if the game designers are aware of S-3D compatibility, this problem will probably easily avoided as well.


Quote:
Originally Posted by merlin66 View Post
One problem I have seen in flight sims is that the scenery is often rendered first, then the cockpit is rendered on top of it in a different coordinate system. So with a naive stereo driver that simply offsets the viewpoint, the relative sizes of the cockpit and surrounding world is completely wrong.

I could be wrong, but I would expect that the game needs to be aware of the stereo view to solve this problem...

Last edited by distant; 01-15-2010 at 07:49 PM.
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