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IL-2 Sturmovik The famous combat flight simulator. |
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#131
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The real-time volumetric clouds took only a month to create according to the developer: I have to say that I’m really pleased with how this turned out. Given the task of finding a way to grow and render fully volumetric, full-sky clouds on regular hardware in real time, with the target ‘look’ being the clouds in these TG2 screenshots (which are rendered offline), all within one month, it was a pretty tall order. The volume itself is based on a simulation – so you can ’seed’ the atmosphere with humidity and other parameters, and clouds will naturally ‘grow’ into the kinds of interesting shapes you see there – no artists required, yet you still get the ability to dictate the placement and shapes of clouds, rather than placement being random like noise-based methods. http://www.stevestreeting.com/2006/1...-cloud-system/ The atmospheric lighting (WindLight) is equally awesome: ![]() ![]() Pre: ![]() Post: ![]() |
#132
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It's probably fairly easy (in relative terms of course) to make a cloud simulator that looks accurate, it'll be making it use a limited amount of resources and run acceptably while the computer is simulating everything else needed that becomes an issue I'd imagine.
I'm sure Oleg could give us an almost completely authentic sim with absolutely everything modelled to within a few % of reality if he wanted, but he'd need either a massive team of staff or many many more years to do it, concessions have to be made at some point. |
#133
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#134
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As for the rendering speed of the clouds/atmospheric lighting shown in the posted video, they were optimised from the beginning to be used in real time games. Some screenshots on the http://windwardmark.net/ show frame rates between 100 and 170fps on 2006 hardware. I don't know how that compares to the rendering cost of Oleg's landscape/cloud rendering. |
#135
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<edit> Also, if they weren't generated by Oleg's code, how would the AI know they couldn't see you through them? In IL*2 I turn clouds off because in single player I'm not prepared to be shot through clouds by AI I can't see. That is supposed to be fixed in SoW. Last edited by Igo kyu; 08-24-2010 at 02:26 PM. |
#136
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It never bothered me to have non-moving clouds. WHen I was moving it wasn't even noticeable.
WHen I was getting ready for take off it wasn't a biggy either. So, moving clouds vs better FPS with non moving clouds, I'll take the latter. Just like the leaves rustling on the trees. WHo gives a flip. I recall running the various graphic benchmarks over the years and how rustling leaves killed any high FPS rates. I'm definitely for clouds, but however Oleg wants to handle clouds I'm OK with it. |
#137
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I agree; for me, as long as the clouds look right I'm happy. No offence to the team, but at the moment they don't.... |
#138
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#139
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![]() (sorry for the really bad English ![]() Last edited by kedrednael; 08-24-2010 at 06:44 PM. Reason: een halve regel vergeten |
#140
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If you have to take an FPS hit, because of moving clouds... no thanks to moving clouds
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