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IL-2 Sturmovik The famous combat flight simulator.

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  #11  
Old 04-13-2010, 05:32 PM
whatnot whatnot is offline
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And another thing I haven't seen an answer to is that how will the performance balance be between CPU and GPU.

I'm planning on investing on a new cpu to accompany my GTX285 for FSX, but it pisses me off that I can't find anything that would clock high without OC'ing them regardless of how much I'd invest.
So do I have to put my propeller hat on and go SubZero on my cooling arrangements with SOW or can I rely on decent CPU accompanied by high end GPU?

I don't need any specs at this moment, but general thoughts on the matter would be nice.
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  #12  
Old 04-13-2010, 10:54 PM
lbuchele lbuchele is offline
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I think I agree with Codex.New generation of VGA are so powerful that we are probably in one of the rare points where hardware surpasses current software.
I suspect that we will be able to run fine SOW with the current hardware ( the very best of it, of course)
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  #13  
Old 04-14-2010, 06:41 AM
AKA_Tenn AKA_Tenn is offline
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So far, all the dx11 games i've tried don't look a lot different in dx10, but the difference between dx9 and dx11 is quite a bit, i think games that don't just add dx10 and dx11 layers onto an existing dx9 base, but actually make full use of dx11, u might see a bigger difference... but so far, all games have been is dx9, but with a few features from dx10/11 added after the fact.

it'd be nice to see a game where it was specifically designed to work with directx 11, and won't work without... but it'll probly be directx 15 coming out before dx11 becomes standard... if it ever does...

Last edited by AKA_Tenn; 04-14-2010 at 06:45 AM.
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  #14  
Old 04-14-2010, 08:21 AM
Codex Codex is offline
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Quote:
And another thing I haven't seen an answer to is that how will the performance balance be between CPU and GPU.
There is no balance yet, almost all games are limited by the GPU when pushed to their limits. You'll get very little difference in frame rates when comparing a budget processor to an extreme processor while using the same video card.

What's really important IMO is memory bandwidth, especially on Vista / Win7 as the OS sees all memory (RAM, VRAM and Page File) as one chunck of addressed space. Hence Fast VRAM, RAM and HDD speed is important.

Quote:
it'd be nice to see a game where it was specifically designed to work with directx 11
The DX11 title really only indicates that the current version of the DirectX API has had additional features added. While SoW will use DX11 functions, it will most likely also use other DX functions that are from earlier revisions, e.g. " IDirectInput8::EnumDevices() " is a DX8 function that allows you to setup and use joysticks, and is still current in the API.

Last edited by Codex; 04-14-2010 at 08:24 AM.
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  #15  
Old 04-14-2010, 09:33 AM
AKA_Tenn AKA_Tenn is offline
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Originally Posted by Codex View Post

The DX11 title really only indicates that the current version of the DirectX API has had additional features added. While SoW will use DX11 functions, it will most likely also use other DX functions that are from earlier revisions, e.g. " IDirectInput8::EnumDevices() " is a DX8 function that allows you to setup and use joysticks, and is still current in the API.
i realize this... but what im trying to get at is...

its like the reason why consoles will never beat PC's in graphics... and why games designed for a console (mainly the xbox360) will always have inferior graphics, even if ported to the PC...
the xbox360 is getting old, its way slower than modern PC's... so...

lessay a company makes a game to work on the xbox360, then they port the game to PC's (that can have insanely better specs)... the PC users are now stuck with the crappy graphics cause the game was designed to run on a slow assed machine.. but if they design a game to work on a super high end machine, then turn stuff off/lower some texture sizes so it works on that lower end machine, tho it would cost a lot more, us enthusiast PC owners might actually get to see what our machines can do....

so far most of the directx11 games were ported from console, then they slapped a few dx11 features on top...

Last edited by AKA_Tenn; 04-14-2010 at 09:43 AM.
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  #16  
Old 04-14-2010, 10:47 AM
Slechtvalk Slechtvalk is offline
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Dx11 would be great for flight sims.

Dx9


Dx11


Maybe in later updates, they support it.. I read somewhere you won't see any difference when using dx9/10 or 11 with SOW/BOB.
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  #17  
Old 04-14-2010, 02:59 PM
David603 David603 is offline
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Originally Posted by Slechtvalk View Post
Maybe in later updates, they support it.. I read somewhere you won't see any difference when using dx9/10 or 11 with SOW/BOB.
So why does Oleg clearly label DX9 screenshots and videos as such?
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  #18  
Old 04-14-2010, 03:21 PM
Igo kyu's Avatar
Igo kyu Igo kyu is offline
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Quote:
Originally Posted by Slechtvalk View Post
Dx11 would be great for flight sims.

Dx9


Dx11


Maybe in later updates, they support it.. I read somewhere you won't see any difference when using dx9/10 or 11 with SOW/BOB.
If that's for real, and the dx 9 shows what's really there, I'd rather have the dx9. If there are steps (I'm not talking about flight sims here) then I want to be able to walk up them, and stop on one step or the other, not slide down them.
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  #19  
Old 04-14-2010, 04:03 PM
Flanker35M Flanker35M is offline
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S!

There has been steps in games before DirectX 11 and tesselation IMO Unigine Heaven v2.0 is just a tech demo and good as that. Gauging actual game performance with it is questionable.
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  #20  
Old 04-14-2010, 05:29 PM
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Igo kyu Igo kyu is offline
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Quote:
Originally Posted by Flanker35M View Post
S!

There has been steps in games before DirectX 11 and tesselation IMO Unigine Heaven v2.0 is just a tech demo and good as that. Gauging actual game performance with it is questionable.
Sure.

What I have a problem with is e.g. walls which are flat, but seem to have alcoves in them, but you can't walk into the alcoves because they are visible features, but really (whatever that means in a game) they aren't there at all as spaces. Those exist in Oblivion for instance, and while Oblivion is great, I'd really rather those alcoves didn't appear to be there when they aren't.

Oblivion is pre dx11 I know, it's just the general idea of fake images that aren't mapped to the underlying shapes that I'm talking about, I'm not saying Oleg is even thinking of doing anything like that, I'm just saying that I personally don't like images that don't match the underlying "physical" shapes.

The forests in IL*2 are NOT what I'm talking about, they may be crap images of trees but if you run into the crap image, boy oh boy is that tree solid. The other trees which you can fly through with no damage are much more what I'm talking about, especially as in towns they're solid, but in the countryside they're typically not solid. Hopefully in SoW all the trees will be solid.
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