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#901
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#902
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I'd just like to ask if we can expect to see volumetric smoke effects like BoBII: WoV has from burning planes?
Video here shows the effect a few times: It looks stunning and adds so much more to the immersion. Just watch the dogfight as the 109 catches fire and the Hurricane passes over it around the 4 minutes 10 seconds mark. This would be superb. Cheers, MP. Last edited by Mysticpuma; 05-27-2008 at 03:16 PM. |
#903
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Honestly that smoke looks a little Hollywood-Style to me. At this speed, how could smoke-puffs of that size appear directly behind the machine?
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#904
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I'm with Feuerfalke on this one. It doesn't look realistic at all ....
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#905
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I don't doubt volumetric smoke will be in SoW, how could he leave it out if he wants the engine to last? And as Oleg already got the smoke right in IL2, I see no reason why anybody should worry about it looking unnatural like in the vid.
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#906
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I'm sure they will use some type of "particle" rendering process....
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#907
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#908
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true... the primary issue that sooooo many people seem to be concerned with is the issue of how light will be rendered in "BoB SoW". Almost all of the graphics questions I read can be boiled down to an inquiry about (real time?) "light rendering"...weather someone wants to know about reflections, mist, smoke, fire, clouds, tree's, "depth of field", whatever...it's ALL an issue of "light rendering" in one way or another. Some people have expressed concern over OpenGL's ability to render "state-of-the-art" lighting effects (vs micro$ofts DirectX), but I hear that some interesting work has been done in the field of "real time" light rendering within the OpenGL standard... Oleg has already stated that (any) delay(?) with "BoB SoW's" release is not due to the delay in the OpenGL 3.0 standard, so we can assume (I guess) that he has been working within the 2.1 graphics core spec's... I wonder who's work (or theory) his light rendering will be based on? |
#909
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That's correct. I remember several discussions at the UBIboards, refering to the statement of OpenGL being used for SoW and the doubts and fears connected to that. Somebody stated, that SoW will look photorealistic at highest settings, even considering the routines already implemented.
It was stated that all effects of the DirectX-Engine are possible with OpenGL, too, and lets not forget that Eyecandy-Games like Doom3 or ETQW use OpenGL, too. Considering the experience Maddox Games has with OpenGL, I expect some very nice eyecandy in BoB. ![]() |
#910
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