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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. |
View Poll Results: Do you want the ambient light reflection effect back? | |||
Yes, it looks good |
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101 | 86.32% |
No, it does not look good |
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3 | 2.56% |
I didn't know it ever existed |
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13 | 11.11% |
Voters: 117. You may not vote on this poll |
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#1
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Yay.
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#2
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i voted yes
i can't understand why they put things and later remove them i like the reflections on gauges right now and how the cockpits look but can we still have them in future who knows..... Last edited by skouras; 09-08-2011 at 06:26 PM. |
#3
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i think the release iteration of CLOD was in many ways the best, the woods and all materials really has a certain something about them, then we got a daylight update, and then we got the severe shine everywhere patch ! . what i think is best is a blend of the initiall with the colour fix and just a bit more shine.
i also think that there is no worries wether it will be back. kinda get the feeling the new graphics algorythmns luthier spoke of are a bit more indepth and that the game itself is half way between one methodology and another that when completed will see see all these aspects working harmoniously and without fault providing better performance too. role on the official sept '11 CLOD patch ! Last edited by Ali Fish; 09-08-2011 at 07:04 PM. |
#4
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I voted Yes, I do miss that effect and well done to the OP for the pictures
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#5
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I think the effect will return if you turn SSAO on.
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#6
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#7
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Has nothing to do with SSAO if I understand it correctly. SSAO is what adds shadow to the corners and stuff (look around where the radiators meet the underside of the wings of 110 or spit or 109, you'll see a gray'ish shadow in there. That's SSAO.
Example from Half-Life 2, look behind the phone stand. That shadow is created and calculated from SSAO. ![]() The ambient light reflection glossiness thingy should indeed be an option since a few people here chose "no". I liked it a lot and have not noticed any particular increase/decrease in stutters/FPS since that was removed, I only noticed improvements in FPS after the huge terrain generating patch and turning down buildings detail ![]() |
#8
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I was under the impression though that SSAO becoming optional happened about the same time the reflections disappeared, so they might be related in that way, with both being removed to optimize the frame-rates, but only the more obvious and easier one to make a switch for being made optional. Just guessing though, it could have been broken by something else they adjusted for all I know. |
#9
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I'm going to help you all and tell you the proper term for the lighting technique you're describing:
Fresnel Lighting, or alternatively, a simpler way to say it is usally "Rim Lighting". Here's an example of it being used in a different application: http://members.iinet.net.au/~nexx/stuff/smg_unreal2.jpg So, to reiterate; this is not SSAO, not normal maps, not anything but a simple fresnel shader. |
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