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#131
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True.. but to tell the truth.. I never noticed the shadows move.. Maybe it is because even in long missions I am basically on a flat area or the ToD is closer to noon and I just didn't see it...
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#132
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![]() Last edited by Necrobaron; 04-26-2011 at 07:23 AM. |
#133
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A nice thing while reading stuff into this image, there must be a plane behind him firing as the damage seems to have occurred in the air (viewing the messages about damage and time compression etc)... They are at least firing on each other in the air then, and damage occurs to different sub systems like it should... /Mazex Last edited by mazex; 10-24-2009 at 09:46 PM. |
#134
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Oleg,
1- Once (or even before) Sow_BoB goes into beta testing, will the testers be allowed to post in-game videos as was done with DCS Black Shark? Screen shots are ok, but a video goes a long way. 2- Can we have a few screen shots depicting multiple aircraft over either French or English territory, or even over the Channel (from an altitude of about 4k meters)? if ya don't ask, they can't tell ya "no". ![]() Flyby out
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the warrior creed: crap happens to the other guy! |
#135
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no sand beach = no swimsuit women ![]() |
#136
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The prospect of using eyefinity with this game is very appealing, any chance it's supported?
Also which DirectX versions can we expect to be supported? |
#137
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are that 3 pics,
i cant find any more ![]() ![]()
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#138
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the attentionspan in this forum seems to be even shorter then on youtube, doh.
first: oleg tells us that the colors are to be tweaked...and then i see one post after another that the colors are ALL WRONG. why so many people these days need to open their mouth if they have nothing to say. this update is clearly an engine demo and not to show off the recreation of britian in its true colors. you should point your attention to: - normalmaped landscape and game objects - hdri lighting - (hardware) geometry instances (trees, grass) - lots of cloud particles - great attention to details from the modelling team - curved roads (based on projected splines?) - landclasses for terrain? - realtime shadows with self-shadowing even on alphatextured geo (grass) - great view-distance - clever LODs (e.g. grass only visible when it makes sense) hdri lighting alows for great lighting changes and affects the complete scene. at sunset everything gets a orange hue, at noon a more blueish look. seems like there are also post-fx like object-based motion-blur. (camera motion-blur too?) add in some vignetting and a DOF and things will look very good. dont let youself be fooled by the crazy colors you see here. the features that make a great render are all there it seems...and this is much more important then to show a landscape that looks like britain. (content can be done by the comunity if it might suck,...the core engine not) so lets be happy and not fall for pointless topics/wishes like vegetation grow based on weather data...doh, its nice to see olegs creation inspire people but wishes should stay reasonable i think. the holodeck is not around the corner...and oleg is not trying to build it anyway. my questions: - do clouds cast realtime shadows - will there be volumetric effects? (sunbeams through clouds,...) - do you plan to show lots of situationbased post fx e.g. wounds that cause blurred/darker/reddish vision or stronger vignetting, stronger blurring of the vignette with higher speeds? - are instanced geometries collisionobjects (trees) ps: i created a google wave for STORM OF WAR you can find it by searching for "group:storm-of-war@googlegroups.com" Last edited by krz9000; 10-25-2009 at 02:16 AM. |
#139
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I just want to start by saying Thanks Oleg for these screen shots, it looks like its really going to be yet another great sim.
As for my question, I understand you have always made your games to be able to run on different levels of pc's and that is a wonderful thing and I'm sure this one will be no different. However, My question is, does the game engine have the abilty to specifically take full advantage of a quad pc ? I know a few of the next gen game engines are being designed to take full advantage of a quad core processor, so I'm wondering if this new game engine is designed with that in mind also ? Keep up the Great work ! DESODE |
#140
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Thanks for the update Oleg. The Spit cockpit surpassed any idea I had of what we would be getting. Incredible detail.
I'll be looking forward to the weekly update. It'll be fun to see how the game changes over the next year as you build to the release. ![]() PR |
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