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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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Old 09-25-2011, 12:17 AM
buzzard buzzard is offline
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Does anyone with graphics or programming expertise know what might be happening here? Or is the jury still out on whether or not this works?

If it is working, hope the devs read the forums-
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Old 09-25-2011, 01:08 AM
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Feathered_IV Feathered_IV is offline
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Quote:
Originally Posted by buzzard View Post
Does anyone with graphics or programming expertise know what might be happening here? Or is the jury still out on whether or not this works?

If it is working, hope the devs read the forums-
Judging from the hardware and reported results, its the low end machines that are seeing the most benefit. Those who are already pulling down 50fps or thereabouts are seeing proportionally less gain.
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Old 09-25-2011, 04:16 AM
Buchon Buchon is offline
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As Maxed said, setting the Depth buffer to 32 you are killing the Stencil buffer, because a 28 bit depth buffer is necessary to use 8 bit Stencil buffer, and there no 16 bit Stencil buffer.

Switching off the Stencil buffer can boost overloaded systems, just set DepthBits=32 and StencilBits=0 and try, but it has consequences because the usage of this buffer is off.

How is IL2COD using the Stencil buffer is what is unknown, it is used usually to add quality in shadows and reflections maps, may be poss processed effects too, so you are switching off some quality of the picture.

Last edited by Buchon; 09-25-2011 at 04:20 AM.
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Old 09-25-2011, 12:32 AM
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mazex mazex is offline
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A side note... As I understand it, what happens if you have to little precision in you depth/z buffer, especially when rendering scenes with a lot of objects spread out over a large depth like in CoD? You get flickering. Especially in shadows as you don't have precision enough to tell which pixel should be shown (ie the shadow or the grass below it) - so every other frame you get alterations of who is the winner, the grass, the shadow? Recognize that from somewhere

Anyway - being an old programmer working with server side software and not games I have just made a few attempts at doing directx games for fun in the Direct X 7-9 days. The new stuff in Dx10-11 is way to new for me, and besides I never really got the hang of all the 3D buffers and how to use them best etc... It worked rather good anyway with "standard" settings when you didn't have to render millions of objects

EDIT: But to my knowledge, a depth buffer is always 32-bit, where you normally use 24 bits for depth and 8 for stencil, even though you can use all 32-bits for depth (would be nice for CoD:s shadows?). But the you loose the stencil buffer... And having 32-bit depth and 16 bit stencil should not be possible, but maybe in Dx10-11? And do you need 16-bit stencil? And different graphics hardware have different support for this so that could cause the differing results. Anyway - a larger depth buffer should improve the quality - but not performance?
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Last edited by mazex; 09-25-2011 at 12:39 AM.
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