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#91
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I too run a Samsung PX 2370, It is my first LCD monitor. I was running a 19" Sony Trinitron or ViewSonic G90f before that.
After my first offline test of the Samsung I lowered the resolution from the monitor's native 1920 X 1080 to 1600 X 900 in an effort to see anything further away than my wingman. It only helped a tiny bit. When I fly online with friends on comms that still run CRTs, they are calling out targets long before I can see them. It's very frustrating, because otherwise the game looks beautiful on this monitor. I'm seriously considering going back to 1024 X 768 and living with the black side bars. If it wasn't for the imminent arrival of Cliffs of Dover, and other games I play, I would shelve this LCD in favor of a CRT. I wish there were an affordable 16 X 9 format CRT monitor, I would have one in a heartbeat.
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![]() Personally speaking, the P-40 could contend on an equal footing with all the types of Messerschmitts, almost to the end of 1943. ~Nikolay Gerasimovitch Golodnikov |
#92
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screenshot from inside the original il2 shortly after 1e release: the "dots' are clearly visible, and for this group of 4 fighters their visibility extended to over 10 km originally. yes they were ugly, but they were effective (and no, i am not arguing for the return of massive dots like this). the point however is that these types of dots seen against a terrain scenery background (rather then open sky where they stand out like dog's balls) at say roughly 1 to 2 km would stand out much better, and they more closely would represent real life visibility ranges the dots were very large at original release, and soon after in patches were being made significantly smaller (and correctly so, the initial ones were to large). around the time PF was released the first people started to transition to lcd's but this coincided with the smaller dots (which had been made to small). in the 3.01 or 3.02 patch oleg increased them again (but not as bad as the original ones), but the fake-real whiners who had never been in a small aircraft in the whole of their life whined so loud oleg threw his hands in the air and reduced the size again (making them the near-invisible dots we have now). he has refused to address the issue ever since. worse, in the step from 4.08 to 4.09 they were made even smaller again, going from a 4 pixel dot to a 2 pixel dot. my fear is that when oleg and his team briefly look at this issue when they hear some of the complains, they either use a CRT or a cheap TN based 6 bit lcd, and then say "what is their problem, i can vaguely see a dot there if i look in zoomed view", so their problem is 1) using a 6 bit monitor which artificially enhances the dot visibility SIGNIFICANTLY 2) rely on a zoomed view to sector search for bogeys (yet we should measure visibility in the normal correct FoV for the monitor size used, and not use an artificial zoom) end result: for many players il2 became nearly unplayable if they had normal display hardware (8 bit lcd monitors), and were interested in SIMULATING a real ww2 fighter pilot experience. the air quake fake-real crowd however doesnt know any better, and believe having these near invisible enemy planes right near you is normal, yet it clearly isnt. yes occsionally a fighter from a particular direction or in a particular light will be hard to see, but not 99% of the time in perfect visibility conditions like we usually have in il2 daytime flights. Quote:
![]() even i as a non technical person can point to one of the simple potential solutions: for ex if we now have 10 LoD models instead of the 3 we had before in il2, then as the LoD models get smaller in BoB oleg should add some type of visible enhancement. this could be by darkening the object colors, or adding a 3D enhancement that makes the object stand out more (as oleg already seems to have done for some of the LoD models in BoB). for these distant objects the focus should not be on "pretty", or right historical colors or shapes (if the end result means they become virtualy invisible at 25% of the distance you can see them at in real life), once the highly detailed aircraft gets to a certain distance from the viewer, some of these deliberate "visual enhancements" should be used rather then only using a smaller object with loss polygons that tries to keep the shape and color of the original. Last edited by zapatista; 02-26-2011 at 01:29 PM. |
#93
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a 16x9 Trintron CRT.... my dream...
too bad the (years ago now) nVidia GeForce 85.95 (Sony killer driver) struck, else I'd still have my 19" @ Zaptista... deafeatist? no, realist... there is no way current technology can reproduce what the eye sees as far as monitors go. Problem being a monitor won't allow going smaller than a pixel where in realife it does. I don't disagree at all with more LoD layers and 3d enhancements... that's a good suggestion Nah... what the end dot result was, was realistic enough (real pilots have hard enough time finding white planes, even when advised which vector to look in) Last edited by Wolf_Rider; 02-26-2011 at 01:25 PM. |
#94
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![]() I think one of the major problems with Il-2's dot system is that the dots are often the wrong colour depending upon which direction you're looking at the enemy from. Makes it far too easy to spot them on low resolutions at times. Last edited by TheGrunch; 02-26-2011 at 04:44 PM. |
#95
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2) Also, If it hasn't already been mentioned, you have to run old IL-2 in native 4:3 aspect ratio, no matter your monitor size, or weird things happen like chopped off views on the peripheral or flattened dots in the distance. |
#96
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FoV isn't a zoom though... the model and background remain at the same distance relative to each other, in relation to the viewer, whilst more or less of the background is seen by the viewer depending on the FoV angle selected.
yes, il2 was designed for 4:3 CRT monitors |
#97
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obviously for a 19' or 20' monitor this would be a fairly narrow FoV setting (roughly 40 degree's), and you'd have to sit reasonably close to your monitor. the fact it only provides a blinkered narrow view into the il2 world at that setting is entirely limited by the small "window" you are using, and switching to a wider FoV to obtain artificially enlarged peripheral vision to "game the game" is not an excuse to additionally have to accept other object size errors in the game (which do exist in il2, and hopefully most will all be corrected in BoB/SoW) Quote:
in the screenshot below the orange box is the view you endup with for a widescreen monitor (presuming you correctly edited the config file) Last edited by zapatista; 02-27-2011 at 12:16 PM. |
#98
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For your own interest,you might also want to investigate the difference in the dots at comparable distance. On my monitor it actually flattens them a bit in 16:10 verses 4:3. Bottom line, it boils down to personal taste. I would rather set up a custom 4:3 resolution on my 16:10 monitor than have the screen cut off for the reasons I mentioned, the cutoff screen and the flattening of the dots (albeit, there is still some flattening verses if I had a monitor with 4:3 native resolution). Last edited by MadBlaster; 02-27-2011 at 08:04 PM. |
#99
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i am much more concerned that with a perfectly setup system to display objects as true to life as possible, there are significant visibility problems to try and spot and track objects ingame (compared to real life visibility in a similar situation), and that most people therefore have to rely on artificial "distortion" settings to try and compensate for these errors (use zoom views, reduce screen resolution, load purpose made "ultra visible skins" for planes that make them standout more, etc ). Last edited by zapatista; 02-28-2011 at 12:22 AM. |
#100
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the "chopping off" the top and bottom, is because the sim wasn't built for wide view aspect, it was built for 4:3 aspect, and changing the FoV doesn't make the objects bigger or smaller, as the objects/ background (terrain) remain at consistent distances relative to the viewer.
What running on a larger monitor does is, is it gives more defintion to the objects because the window is larger. Last edited by Wolf_Rider; 02-28-2011 at 12:37 AM. |
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