Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover > Technical threads > Vehicle and Terrain threads

Vehicle and Terrain threads Discussions about environment and vehicles in CoD

Reply
 
Thread Tools Display Modes
  #1  
Old 07-06-2011, 11:23 AM
Querer Querer is offline
Approved Member
 
Join Date: Jun 2011
Posts: 38
Default

Quote:
Originally Posted by Dano View Post
It becomes complex due to the sheer number of trees involved, if you have a nice simple solution that wont require large amounts of process time then please post it for Luthiers attention.
I somehow still don't get the point, why a simple, let's say, cylinder, which is overall even invisible (no load on the GPU...) should be such a huge thing to do or should have such a huge impact on framerates. Nobody is asking for a precise collision calculation regarding trees, it is basically enough that if you hit a tree, you crash...
Reply With Quote
  #2  
Old 07-06-2011, 11:29 AM
Dano Dano is offline
Approved Member
 
Join Date: Oct 2007
Location: Petersfield UK
Posts: 1,107
Default

Quote:
Originally Posted by Querer View Post
I somehow still don't get the point, why a simple, let's say, cylinder, which is overall even invisible (no load on the GPU...) should be such a huge thing to do or should have such a huge impact on framerates. Nobody is asking for a precise collision calculation regarding trees, it is basically enough that if you hit a tree, you crash...
How do you tell if the aircraft has collided with said cylinder?
__________________
i5 2500k - Asus P8P67Pro - Crucial M4 64GB - 8GB DDR3 - Geforce Ti 560 1GB - Xonar DG - W7 X64 SP1
Reply With Quote
  #3  
Old 07-06-2011, 11:56 AM
Querer Querer is offline
Approved Member
 
Join Date: Jun 2011
Posts: 38
Default

Well, how do you tell the aircraft to collide with a solid house? Come on, if all the houses would not have a texture wrapped around and LODs and smoke rising from their rooftops and more complex structure than a simple block, the impact on the framerate would be minimal. Same should be true for trees... At least my old E8400 can easily handle building amount on "high" when the building detail is on "very low". So I guess it could still handle a solid tree with actually no detail in the structure, just an invisible cylinder... Well, oviously it is not that simple, I am sure they tried something... I was just wondering, that this is maybe a russian issue, as DCS seems to be not capable of having solid trees in their engine neither, lool (just kidding...)
Reply With Quote
  #4  
Old 07-06-2011, 01:03 PM
skouras skouras is offline
Approved Member
 
Join Date: Nov 2009
Location: Greece-Athens
Posts: 1,171
Default

when COD is ready everybody will say
PLEASE MAKE RISE OF FLIGHT LIKE COD
Reply With Quote
  #5  
Old 07-06-2011, 01:06 PM
Doc_uk Doc_uk is offline
Approved Member
 
Join Date: Mar 2011
Location: UK, Alton, Hampshire
Posts: 722
Default

Quote:
Originally Posted by Querer View Post
I somehow still don't get the point, why a simple, let's say, cylinder, which is overall even invisible (no load on the GPU...) should be such a huge thing to do or should have such a huge impact on framerates. Nobody is asking for a precise collision calculation regarding trees, it is basically enough that if you hit a tree, you crash...
+1
I think its just Laziness, on there part
Reply With Quote
  #6  
Old 07-07-2011, 05:31 AM
Tiger27 Tiger27 is offline
Approved Member
 
Join Date: Feb 2010
Posts: 319
Default

Quote:
Originally Posted by Doc_uk View Post
+1
I think its just Laziness, on there part
More likely a balancing act, you all seem to forget how limited ROF is with the amount of objects allowed in a mission, possibly this is because of the trees having hit boxes?
Reply With Quote
  #7  
Old 07-07-2011, 01:26 AM
dash2099 dash2099 is offline
Approved Member
 
Join Date: Jul 2010
Posts: 30
Default

Quote:
Originally Posted by Querer View Post
I somehow still don't get the point, why a simple, let's say, cylinder, which is overall even invisible (no load on the GPU...) should be such a huge thing to do or should have such a huge impact on framerates. Nobody is asking for a precise collision calculation regarding trees, it is basically enough that if you hit a tree, you crash...
you have to consider the CPU, not so much the GPU in these things and framerates. The game doesnt exclusively own the CPU whilst the game is running. You have windows/AV/skype/disk indexing/garbage cleaning/driver processing all happening in the background. The CPU is the one that offloads calculations to the GPU and deals with the results. Bog the CPU down and everything slows down - if windows slows down then game slows down. Its exactly the reason why you wont see a framerate increase when running a highend graphics card on low/mid end CPU. Physx cards (revamped/redone as nvidia's CUDA technology) if utilised can give the CPU another processor to offload physics calculations to (now basically nvidia's graphics card). Not everyone has an NVIDIA card or an i7 with ssd's in raid0, hence the game loses features and options to accomodate running on a variety of minimum spec machines. *before anyone says it, yes i agree it isnt running perfectly just yet.*

with the tree's and collision, you have to also consider multiplayer as well. if they have coded in wind and tree's and branches waving, then i'd imagine those collision boxes move. Even if you just apply collision boxes tree's in the immediate vicinity, factor in averaging out latency and all the warping from lost packets. Thats a lot of numbers to crunch and a lot of predicting/updating (particularly when the wind affects the whole or a region of the map). thats not all, now throw in 128 players dogfighting in that one map. its a lot of code, and people want realistic exhaust fumes with the right color in 1940's sunlight and dynamic weather based on their region (while dogfighting a bloke in another region with his own weather demands). its not impossible, but if it wasnt done from the start then a lot of things have to change, and thats probably a new game.

Last edited by dash2099; 07-07-2011 at 01:53 AM.
Reply With Quote
  #8  
Old 07-07-2011, 03:18 AM
Redroach's Avatar
Redroach Redroach is offline
Approved Member
 
Join Date: Apr 2011
Location: Bavaria, Germany
Posts: 709
Default

I don't agree with you. At all.
Reply With Quote
  #9  
Old 07-07-2011, 04:03 AM
baronWastelan baronWastelan is offline
Approved Member
 
Join Date: Mar 2010
Location: the future home of Starfleet Academy
Posts: 628
Default

I would rather have the harmless tress than have a leaf brushing against the fuselage causing my Spitfire to explode. Perhaps the ideal compromise is to just put one giant hit-box in each group of trees that have 50 or more trees in them, regardless of what the user's tree setting is.
Reply With Quote
  #10  
Old 07-07-2011, 01:15 PM
Heliocon Heliocon is offline
Approved Member
 
Join Date: Dec 2010
Posts: 651
Default

Quote:
Originally Posted by dash2099 View Post
you have to consider the CPU, not so much the GPU in these things and framerates. The game doesnt exclusively own the CPU whilst the game is running. You have windows/AV/skype/disk indexing/garbage cleaning/driver processing all happening in the background. The CPU is the one that offloads calculations to the GPU and deals with the results. Bog the CPU down and everything slows down - if windows slows down then game slows down. Its exactly the reason why you wont see a framerate increase when running a highend graphics card on low/mid end CPU. Physx cards (revamped/redone as nvidia's CUDA technology) if utilised can give the CPU another processor to offload physics calculations to (now basically nvidia's graphics card). Not everyone has an NVIDIA card or an i7 with ssd's in raid0, hence the game loses features and options to accomodate running on a variety of minimum spec machines. *before anyone says it, yes i agree it isnt running perfectly just yet.*

with the tree's and collision, you have to also consider multiplayer as well. if they have coded in wind and tree's and branches waving, then i'd imagine those collision boxes move. Even if you just apply collision boxes tree's in the immediate vicinity, factor in averaging out latency and all the warping from lost packets. Thats a lot of numbers to crunch and a lot of predicting/updating (particularly when the wind affects the whole or a region of the map). thats not all, now throw in 128 players dogfighting in that one map. its a lot of code, and people want realistic exhaust fumes with the right color in 1940's sunlight and dynamic weather based on their region (while dogfighting a bloke in another region with his own weather demands). its not impossible, but if it wasnt done from the start then a lot of things have to change, and thats probably a new game.
The collisions could be done and should be/are normally done on the local client. That info is then sent of to the other clients therefore what you see and I see does not have to be the same thing, and even if it is, it is not an issue to implement collisions. Also collision boxes dont move with the wind, that notion is absurd. A tree branch moving a few inches wont make a differance to a hitbox.

Speedtree which is currently used to generate trees also most likely generates the hitboxes in other games, for example it was used (speed tree 1) in Oblivion, newer versions in mortal online etc. It was never meant for this type of use, maybe that was lost in translation? Its unfortunetly another sign of bad planning/managment for a feature that is ironically simple to implement. Its ALOT harder to track bullets and plane collisions with AI running.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 05:32 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.