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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.

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  #381  
Old 04-25-2011, 12:19 PM
602Sqn.McLean
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Just wondering that myself Meaker. I thought it was today, Monday but that was only because I thought I read it somewhere in this forum. I couldn't find that reference so I must be mistaken. I guess it will be the end of this week I would have thought. They would have had their Easter break I suspect.
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  #382  
Old 04-25-2011, 12:26 PM
Orpheus Orpheus is offline
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Originally Posted by Orpheus View Post
Clearing the cache does help the stuttering a bit. I've also got the 'no trees' issue at various detail settings, first they were there, now they're not (post cache clear).

'Very low' trees settings (when it did work) seem to be the same as 'off' (i.e. no trees at all, just the green patches), while 'low' seems overpopulated. Another tree bug to go with the disappearing ones?

I know it's late to come back to a minor issue like this, but I was flying last night and I think I've figured it out.

I play with 'Very Low' trees as a general rule (ground looks too flat without them, but much higher and it costs me framerate). However, if I load the game with 'very low' trees and start a mission, I get no trees at all, just the green patches on the ground (as with the 'trees off' setting). Changing the setting higher (low/medium/high/etc) does nothing in or out of mission.

If I set my trees to 'low' rather than very low, exit the game and start it up again, then enter a mission - I get my trees back. Switching from 'low' to 'very low' during that mission then does what it's meant to - number of trees rendered is visibly reduced.

So:

startup with 'very low' trees = no trees, no tree settings work
startup with 'low' trees = trees return, tree settings work as normal.

This is with both the last steam patch and the beta in this thread. Hope this helps the devs & pilots!
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  #383  
Old 04-25-2011, 12:51 PM
dreamofire dreamofire is offline
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Default Force feedback yayee!

Good Stuff, thanks
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  #384  
Old 04-25-2011, 12:55 PM
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Mattius Mattius is offline
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Quote:
Originally Posted by 602Sqn.McLean View Post
Just wondering that myself Meaker. I thought it was today, Monday but that was only because I thought I read it somewhere in this forum. I couldn't find that reference so I must be mistaken. I guess it will be the end of this week I would have thought. They would have had their Easter break I suspect.
Easter Monday is NOT a Bank Holiday in Russia, so we may get a steam release of last Fridays beta after all..... (Hope So!)
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  #385  
Old 04-25-2011, 01:12 PM
TonyD TonyD is offline
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Default Ta very much

I’ve been a bit busy this weekend, so didn’t get the patch until a short while ago. After some brief testing, I have noticed the following:
• Game now runs in ‘true’ full-screen, anti-aliasing works correctly (along with the associated performance hit).
• MFAA forced in driver really hits the FPS – approximately 30% hit compared to using in-game AA. This is not as it’s designed, so there is obviously some incompatibility somewhere.
• Using the ‘Esc’ key often results in the desktop being displayed, although it’s not active (pseudo-desktop? ). Using ‘Alt-Tab’ can correct this, or repeatedly using ‘Esc’. This is not consistent – sometimes it works correctly, sometimes not.
• No noticeable difference to frame-rate, pretty much as before. No stutters using my previous settings (Medium, with Model, Effects and Textures on High, Trees and Buildings on Low, Shadows On, 1080p).
• GPU load now full, previously it varied around 70%. (Edit: nope, no change actually, although it does seem higher on average than previous)
• The texture edge lines are again visible over the sea, but not as pronounced as before the previous patch. Haven’t had the time yet to see if forcing AF removes them.

As an aside, I have never experienced the problem of my driver not detecting the game and turning the clocks up (Catalyst ver. 11.3). I would have thought that the full-screen mode would have corrected this for those that have had the problem -?

Thanks, luthier et al, for the additional missions and the fixes in this patch. I am anticipating getting back to it once some family commitments are out of the way. Cheers!

(Edit: a further nice improvement noticed is the apparent reduction in the AI's aerobatic skills - no more impossible endless barrel rolls.)
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Last edited by TonyD; 04-26-2011 at 08:29 AM.
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  #386  
Old 04-25-2011, 06:51 PM
ATAG_Bliss ATAG_Bliss is offline
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Hi Luthier and Team.

Thanks a bunch for the latest beta patch, especially with addressing the MP side of things. The server seems run from (in game time) 4AM (where the mission starts) to night without much problem.

I'm still seeing a whole bunch of P2PSteamConnection Errors streaming through the dos box though. It seems 35 connected players is about where it starts happening. I saw 50 on the server the other day, and 20 people at once, got kicked for that steam message. Perhaps steam is restricting how many people can be on at a single time? Almost everytime I check the playerlist it's sitting at around 35 people. I'll see 4 people waiting in line to join through the "host" command, and once those 4 connect it's almost within a minute that 4 other people will get the Steam error message and be kicked.

It seems the dedi software is multithreading (cpu cores) very nicely and our 12 core machine is only running around 15% cpu usage with 35-40 players connected on the big map, with 30+ AI in the air.

Hope this helps.

Thanks again!
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  #387  
Old 04-25-2011, 10:31 PM
Peril Peril is offline
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Originally Posted by Plt Off JRB Meaker View Post
Out of interest has there been any news from Luthier when this patch,once polished is released/uploaded through steam?
I don't think you would release this version as is with so many bugs.

Like you say, I think they are probably fixing those first, and that may take some time
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  #388  
Old 04-25-2011, 10:37 PM
RocketDog RocketDog is offline
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1. FSAA does not appear to work, no matter what the setting in game.

2. vsync limits the refresh rate to 60 FPS but I still get tearing.

3. Graphics artefacts with ATi 6970 and Catalyst 11.3 still present (in particular, no haze/blue line on horizon).

4. No FFB effects. No centering forces. <--- EDIT - this was for the Tiger Moth. Forces sometimes start after a short while with other aircraft.

i7 920 @3.8 GHz
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Last edited by RocketDog; 04-26-2011 at 08:52 AM.
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  #389  
Old 04-26-2011, 12:25 AM
patrat1 patrat1 is offline
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Quote:
Originally Posted by RocketDog View Post
1. FSAA does not appear to work, no matter what the setting in game.

2. vsync limits the refresh rate to 60 FPS but I still get tearing.

3. Graphics artefacts with ATi 6970 and Catalyst 11.3 still present (in particular, no haze/blue line on horizon).

4. No FFB effects. No centering forces.

i7 920 @3.8 GHz
Asus Radeon 6970 (Catalyst 11.3)
Win 7 64-bit
MS FFB2
turn on aero and turn off vsync.

thats how i run it and i get no tearing.
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  #390  
Old 04-26-2011, 12:28 AM
patrat1 patrat1 is offline
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Originally Posted by RocketDog View Post
Don't worry - I have a 2GB 9670 and it still stutters. Plus I have a series of very annoying artefacts courtesy of the fact that the devs seem to have focussed only on Nvidia cards. If I'd known about it, I would probably have bought a GTX 570 like yours instead.
for the stutters try land shading medium and shadows off.

thats what i did and now its pretty smooth flying low over london. black death is smoother now too.
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