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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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  #21  
Old 04-28-2011, 04:57 AM
seiseki seiseki is offline
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I honestly don't care that much about the graphics.
Shadows and high poly/high res cockpit makes it look quite stunning already.

If I'm going to nitpick however, I'd complain about the low res normal mapping which makes panel lines look too smooth and thick..

And the lack of proper HDR and bloom. (no not the overused cheap looking bloom in most shooters).

But I'm sure with all the future upcoming features implemented this sim will keep on surprising us when it comes to graphic fidelity in a flight sim.sim.

Last edited by seiseki; 04-28-2011 at 05:08 AM.
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  #22  
Old 04-28-2011, 06:00 PM
Flying Pencil Flying Pencil is offline
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Looks like I really stepped in it with my post in other forum.

Now I read in some ways this sim lacks quality compared to others, but that could change, things going our way.
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  #23  
Old 04-28-2011, 06:10 PM
Dano Dano is offline
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What forum was it?
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  #24  
Old 04-28-2011, 06:57 PM
Blackdog_kt Blackdog_kt is offline
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Quote:
Originally Posted by Heliocon View Post
Well no not really right here. But to keep it simple:
1. DX11 advantages are far more than what you stated here. Also I was refering to DX9 support/engine which is absurd since about 95%+ of people own a DX10 card. Why make a game for an outdated dx version that wont be around in a years time (in releases, and the only reason its in now is because of consoles).
2. DX11 direct compute is an advantage but not really for what you are saying it is. Really the physics for nearly everything in this game can and should be handled by the CPU. What direct compute is good for is particle physics which is clouds, water, smoke etc.
3. DX11 is easier to program for than DX9, this is because with DX10.1 they basically laid down a guideline for hardware and software component capabilities which insures more or less uniformity and therefore its easier to program for a unified base.
4. DX11 features like tesselation really greatly reduce the workload on artists for models as they can have one or two models instead of multiple models for LOD. Then the engine will auto increase the LOD giving the model more or less infinit LOD versions depending on distance. Same thing for terrain and houses.
5. DX11 works far better with multi core cpus than dx10 or dx9
6. The issue was that they said 1. It would be DX11 on launch until a few months before release and 2 that it would be an engine that would last a decade... Like said they are competing with their own comments, not other games.

Please dont tell us what you think the benefits of dx11 are when you really dont. Also as it is offloarding anything right now to the GPU would be a disaster.
Well, i wasn't responding directly to you mate, neither did i say that i know exactly what DX11 does.

I'm just saying how it looks from where i'm standing, based on what i consider important for a flight sim. Graphics are important but not the top priority for me,that's all. It's a personal opinion that anyone can agree or disagree with at their own discretion. Cheers
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  #25  
Old 04-28-2011, 07:02 PM
leggit leggit is offline
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another pointless load of chaff from pencil...your such a moaner bud...you never stop.
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  #26  
Old 04-28-2011, 07:13 PM
Heliocon Heliocon is offline
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Quote:
Originally Posted by Blackdog_kt View Post
Well, i wasn't responding directly to you mate, neither did i say that i know exactly what DX11 does.

I'm just saying how it looks from where i'm standing, based on what i consider important for a flight sim. Graphics are important but not the top priority for me,that's all. It's a personal opinion that anyone can agree or disagree with at their own discretion. Cheers
Sorry for acting like an ass blackdog. Shouldnt of jumped on you like that, and your personal choice is also tbh my personal choice aswell. The reason I push it so hard is because if its not implemented I am worried that the game will completely stagnate in the near future.

Blame the angst on my english teacher... (finals suck!)
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  #27  
Old 04-28-2011, 07:29 PM
Bricks Bricks is offline
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Quote:
Originally Posted by Dano View Post
Little to no lighting? LMAO!!!



Yer, no lighting there at all...
Nobody says it's bad.

It's just very little difference to IL2 (if there is any, especially in this video).


So, yes, you may ask the question why the old engine was abandoned, a whole new engine was developed, why "nothing was taken from old IL2 except the experience" and it still looks like IL2-1946?

WIP? Placeholder? All of it?
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  #28  
Old 04-28-2011, 07:41 PM
Dano Dano is offline
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Quote:
Originally Posted by Bricks View Post
Nobody says it's bad.

It's just very little difference to IL2 (if there is any, especially in this video).


So, yes, you may ask the question why the old engine was abandoned, a whole new engine was developed, why "nothing was taken from old IL2 except the experience" and it still looks like IL2-1946?

WIP? Placeholder? All of it?
What more would you expect? They tried to simulate light as well as they could in IL2 and they did the same with CoD, why would there be a massive difference? Did you want them to add all sorts of over the top special effects like most fps games do?

I'm really not sure what they could add to make it much more realistic other than a better night sky?
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  #29  
Old 04-28-2011, 07:49 PM
Bricks Bricks is offline
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Quote:
Originally Posted by Dano View Post
What more would you expect? They tried to simulate light as well as they could in IL2 and they did the same with CoD, why would there be a massive difference? Did you want them to add all sorts of over the top special effects like most fps games do?

I'm really not sure what they could add to make it much more realistic other than a better night sky?
Not at all!

In fact, I'd rather have the exact feature, that makes a FPS different from a flightsim: The believable rendering of an atmosphere!

As you can especially see with this video, this is simply not present. Rather than a constant change of the temperature of light, it's very bright until noon, then changes within a few hours to orange/red until the sun sets.

Also the little dusk on the horizon is clearly static, does not increase or decrease with daytime. This would be a simple graphics feature that would add a lot to a flightsim.
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  #30  
Old 04-28-2011, 07:55 PM
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philip.ed philip.ed is offline
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Dano, whilst I largely agree, the top cloud layers in CloD look little different from Il-2, and I have always found them to look quite dated by todays standards.
Many features of the game are extremely similar to Il-2, and although Il-2 is excellent, I think we were expecting many areas to be completely new. For example: objecting loading. Really, there is no excuse why buildings load up sporadically. WoP models this way, and TBH once in flight, no one is looking closely enough to monitor the complete transition. In CloD as it stands, it is extremely noticeable.
Then there's the sounds...are these the revolutionary sounds based n a 3-D sound engine that we were 'promised'?

My main gripe, though, is where is the BoB? All of this development time, but no campaign to match BoB2?
I think that starting the engine from scratch clearly took a heck of a lot of work. Because the CloD shown in those early build shots and videos doesn't look far off from the current game.
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