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IL-2 Sturmovik The famous combat flight simulator.

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  #181  
Old 06-21-2010, 12:35 PM
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philip.ed philip.ed is offline
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Quote:
Originally Posted by KOM.Nausicaa View Post
if I understand correctly you talk about moving effects, like wind ?
But the problem really comes from the polygon count from the leaves and branches themselves, no matter if you have additional effects. That is why there are so many third party tree renderer, because creating custom trees from scratch is a massive resource eater for any studio. Tree renderer solve the "species" problem (you can buy from a library) and they are made to perform well and look reasonable -- which is very hard to achieve. That is why some companies have (rightfully) found a business model in selling trees and foliage to cinema and game studios.
OK, that makes sense. Although there are many sims on the market with lots of trees on the maps so if they were able to do it and playable frame-rates....

But thanks for the insight
  #182  
Old 06-21-2010, 12:35 PM
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Originally Posted by Oleg Maddox View Post
Probably we should make later the same screenshot for the comparison in every detail.
Yes please
  #183  
Old 06-21-2010, 12:38 PM
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'scus triple post, but Oleg, here are some useful aerial shots of England. They are modern, but IMO give a good demonstration:

http://www.webbaviation.co.uk/Portfolio.htm

  #184  
Old 06-21-2010, 01:02 PM
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Originally Posted by Oleg Maddox View Post
Small teaser for the ground details:
Very nice!!!

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  #185  
Old 06-21-2010, 01:16 PM
lbuchele lbuchele is offline
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Originally Posted by Oleg Maddox View Post
Small teaser for the ground details:
Oleg, this kind of structure, with the trucks inside, will be static or show activities, with doors opening/closing and the firetrucks going to the airstrip,etc...?
  #186  
Old 06-21-2010, 01:20 PM
KaHzModAn KaHzModAn is offline
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nice hangar here !
love to see that those windows are actually transparent !

and to major_setback, found a repetition, on the left of the tail of spit, and on right edge of the screen, exact same field with same small forest at the tip !
  #187  
Old 06-21-2010, 01:29 PM
Oleg Maddox Oleg Maddox is offline
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Originally Posted by lbuchele View Post
Oleg, this kind of structure, with the trucks inside, will be static or show activities, with doors opening/closing and the firetrucks going to the airstrip,etc...?
Some will be active. Say hangars for the aircraft 100%.
Others - we will see in time. Anyway models has been developed that to make all things openable if it is present in a model.
This is also important for the future modders and their work.
  #188  
Old 06-21-2010, 01:33 PM
lbuchele lbuchele is offline
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Quote:
Originally Posted by Oleg Maddox View Post
Some will be active. Say hangars for the aircraft 100%.
Others - we will see in time. Anyway models has been developed that to make all things openable if it is present in a model.
This is also important for the future modders and their work.
This is great news.We will have a live , breathing world in SOW.
That kind of things really adds to immersion.
Probably your team wants to wait for increasing in computational power in the next years for adding new capabilities in SOW.
The attention to details seems amazing.
Keep going, Oleg and team.

Last edited by lbuchele; 06-21-2010 at 01:36 PM.
  #189  
Old 06-21-2010, 01:34 PM
Foo'bar Foo'bar is offline
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Quote:
Originally Posted by Oleg Maddox View Post
Small teaser for the ground details:
And additional development screenshots.

  #190  
Old 06-21-2010, 01:47 PM
Dano Dano is offline
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Quite curious as to how mulitcore CPU's are going to effect this, is it being coded to take advantage of them and if so is it something that will load balance across the cores or will certain aspects of the sim get shifted off to seperate cores, such as AI on one core, flight dynamics on another etc etc?
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