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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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  #121  
Old 06-04-2012, 07:12 PM
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SiThSpAwN SiThSpAwN is offline
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Originally Posted by mazex View Post
It sure can be, but there are tons of other games that use Speedtree out there with very good performance, like Battlefield 3 that hardly can be accused of stuttering But then of course, I hardly think there is another game that use so many trees on the same frame
Battlefield isnt trying to render the amount of area that COD is though....
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  #122  
Old 06-04-2012, 07:28 PM
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Originally Posted by SiThSpAwN View Post
Battlefield isnt trying to render the amount of area that COD is though....
Just as I said - there is hardly any other game (than CloD) that tries to render as many trees into one frame...
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  #123  
Old 06-04-2012, 08:18 PM
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Originally Posted by 6S.Tamat View Post
And obviously the fault was caused by the winers, never satisfyed by anything.
The masses will be back singing "Hosannah" in 10 seconds when the game will be fixed 100%. The devs have lost nothing. Imagine that a new flight sim game is released. Only the new game will be called BoM. And the whiners will become apostles.

PS I'm currently in India and I see things from a different perspective
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  #124  
Old 06-04-2012, 10:07 PM
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The masses will be back singing "Hosannah" in 10 seconds when the game will be fixed 100%. The devs have lost nothing. Imagine that a new flight sim game is released. Only the new game will be called BoM. And the whiners will become apostles.
Agreed 100%
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  #125  
Old 06-04-2012, 10:46 PM
Ploughman Ploughman is offline
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Game fixed 100%? Well pigs'll be packing Hispanos at angels one five before that happens as it stands to reason that it'll never be sound to that degree. So I disagree.

I stood directly behind an elephant once, it wasn't deliberate, that's just from where I approached him, that elephant became quite unhappy about me standing directly behind him and I quite rapidly decided to move out to his flank where he could see me, this seemed to placate the old gent and we both got one with what we were about. I would recommend, therefore, that if you ever come across an elephant, you keep within his field of view.
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  #126  
Old 06-04-2012, 11:19 PM
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I think when BoM is working beautifully, a SDK is released, mods begin to emerge: the sim will take off.

I really hope it does. Even if it doesn't, let's take a different approach...

the SDK will open up Clod immensely. The team have modelled a part of the world that is familiar to a lot of people. Aside from the combat aspects, the sim could easily expand into a civvy one (cross channel flights etc) and if it can support larger maps, I can see the current one being expanded.

All in good time anyway. I may come across as negative, but I'm forever hopeful.

I don't doubt the game can be fixed; for some/many/a lot/a minority/the deluded/the content/the adults/the kids(...) it already is.
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  #127  
Old 06-04-2012, 11:38 PM
ATAG_Doc ATAG_Doc is offline
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The masses will be back singing "Hosannah" in 10 seconds when the game will be fixed 100%.
But don't make me wait 6 months. That's not a fair trade.
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  #128  
Old 06-05-2012, 12:37 AM
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Well pigs'll be packing Hispanos at angels one five
*AHEM*



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  #129  
Old 06-05-2012, 01:25 AM
Thee_oddball Thee_oddball is offline
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Originally Posted by SiThSpAwN View Post
Battlefield isnt trying to render the amount of area that COD is though....
Battlefield 3 is also not written in .NET...
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  #130  
Old 06-05-2012, 01:39 AM
Thee_oddball Thee_oddball is offline
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Originally Posted by mazex View Post
It sure can be, but there are tons of other games that use Speedtree out there with very good performance, like Battlefield 3 that hardly can be accused of stuttering But then of course, I hardly think there is another game that use so many trees on the same frame

Anyway - as the main logic in the game is written in .NET and the Speedtree dll:s are written in C++ there will be interop problems in this critical part that for sure will not help! Of course they can maybe do optimization so that they load stuff and don't do the marshalling every frame, but I really don't know how the Speedtree libraries work in runtime... As Speedtree does culling, lods etc I don't see how you could get around a lot of marshalling to get the C++ trees "into" your C# landscape manager? Just guessing here...

Another thing is that they seem to be using Speedtree 5.2 which is not the latest release so let's hope they work with Speedtree support to fix this and are not stuck on a license for 5.x only.
+1 , beyond that is the limits of 32bit... which is not bad but it is definitely not future proofing a 10 year game engine.

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I have recently been doing extensive profiling around memory limits in .NET on a 32bit process. We all get bombarded by the idea that we can allocate up to 2.4GB (2^31) in a .NET application but unfortuneately this is not true . The application process has that much space to use and the operating system does a great job managing it for us, however, .NET itself seems to have its own overhead which accounts for aproximately 600-800MB for typical real world applications that push the memory limit. This means that as soon as you allocate an array of integers that takes about 1.4GB, you should expect to see an OutOfMemoryException().

Obviously in 64bit, this limit occurs way later (let's chat in 5 years ), but the general size of everything in memory also grows (I am finding it's ~1.7 to ~2 times) because of the increased word size.

What I know for sure is that the Virtual Memory idea from the operating system definitely does NOT give you virtually endless allocation space within one process. It is only there so that the full 2.4GB is addressable to all the (many) applications running at one time.
http://stackoverflow.com/questions/2...le-net-process
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