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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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  #11  
Old 03-29-2011, 10:38 AM
PE_Tigar PE_Tigar is offline
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Yep, Cato seems to be right. But again, an explanation from Luthier would be in place.
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  #12  
Old 03-29-2011, 10:47 AM
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robtek robtek is offline
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Selective credibility!
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  #13  
Old 03-29-2011, 10:52 AM
adonys adonys is offline
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Oh god, nobody seems to really understand.. Ok, let's do it the hard way:

We have this awesome propeller blade arc visible from inside the cockpit, right?

As we've seen in WW2 footage, the propeller view is like a translucid (like in transparent, but not invisible) circle seen all the time while not at very low rpm, with some blurred propeller blades rotating at slower speeds inside/over the translucid arc, sometime even counter-rotating (an optical illusion seen at rpms which would have the propeller move just a little less than full 360 degrees during a single frame, hence the illusion of counter-rotating). Everyone with me until now?!

Now, UBI comes and says: we can't have these blurred propeller blades rotating, or even counter-rotating, inside the propeller's translucid arc, it will cause headache and might trigger epilepsy, remove it.

MG removed them from the game. Removed the blurred slowly rotating/counter-rorating propeller blades for good (like in removing them from the game, and deleting the resources needed to create them), and just kept only the translucid arc.

After 100 x above, they've decided is counterproductive to fix all the individual requests, and added an epilepsy filter.

Do you have the slightest idea what that (post-processing) filter is? it is NOT like a list of effects which are allowed when it is on, and not rendered when it is off. it is NOT a list of effectes rendered like this when it is on, and like that when it is off.

The filter just grabs the image which should go to the screen, and analysis it pixel by pixel with the previously image sent to the screen. if the difference between the luminosity of two pixels is too big, it will tone down it in the new image is preparing to send to the screen.

Do you understand now what "epilepsy filter removal means"? it means only it will stop analyse and modify the rendered image, and send it as it is to the screen.

That won't put back the already crippled effects in, as the already removed inside cockpit slowly rotating/counter-rotating blurred propeller's blades. That won't put back ANY of the individual already removed/toned down/crippled effects.

Even more, it won't mean UBI might not request to have other/more effects removed/crippled/toned down (in order to limit the worst of them if the epilepsy filter is taken off)..

Do you understand now?
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  #14  
Old 03-29-2011, 10:58 AM
cato_larsen cato_larsen is offline
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No, and explanation is in order


Ok, I take it you have info that it is like this and so I am sorry to have mis-informed other people with my scribble earlier.

Thank you for clearing this up.
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  #15  
Old 03-29-2011, 11:01 AM
adonys adonys is offline
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Ti wasn't directed at you, cato. I just gave up trying to explain all over the place, while nobody seems to understand exactly what this filter is like.

I just made another thread, I really hope to clarify it once and for all.

And, of course, official UBI/Luthier answer to it would be good.
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  #16  
Old 03-29-2011, 11:02 AM
Vevster Vevster is offline
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Quote:
Originally Posted by adonys View Post
Do you understand now?
Yes, a lot of might / might not in your post, and lot of assumptions


You say Ubi asked for individual effects to be taken of, assumption. They tested the game on standard seizure tests; failed, go back to dev.

You assume again that the dev team removed some effects, nothing from Luthier hints to that. He did say that they would have to do that in the future if Ubi didn't change its stance on the whole epilepsy thing.
Since Ubi changed it and said OK, make the removal of the filter an option, put a warning, no need to rework the effects.

Think: why would the filter stay, even as an option, if the effects had to be reworked? That would be a double barrier.
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  #17  
Old 03-29-2011, 11:05 AM
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robtek robtek is offline
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Quote:
Originally Posted by adonys View Post
Oh god, nobody seems to really understand.. Ok, let's do it the hard way:

We have this awesome propeller blade arc visible from inside the cockpit, right?

As we've seen in WW2 footage, the propeller view is like a translucid (like in transparent, but not invisible) circle seen all the time while not at very low rpm, with some blurred propeller blades rotating at slower speeds inside/over the translucid arc, sometime even counter-rotating (an optical illusion seen at rpms which would have the propeller move just a little less than full 360 degrees during a single frame, hence the illusion of counter-rotating). Everyone with me until now?!

Now, UBI comes and says: we can't have these blurred propeller blades rotating, or even counter-rotating, inside the propeller's translucid arc, it will cause headache and might trigger epilepsy, remove it.

MG removed them from the game. Removed the blurred slowly rotating/counter-rorating propeller blades for good (like in removing them from the game, and deleting the resources needed to create them), and just kept only the translucid arc.

.....
Afaik it is you who doesnt understand.

In this simulation the real view is simulated!!!
Not the view of a camera!!
So no slow counterrotating props or such stuff!
Except maybe in a track where a camera is simulated.
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  #18  
Old 03-29-2011, 11:09 AM
adonys adonys is offline
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Quote:
Originally Posted by Vevster View Post
Yes, a lot of might / might not in your post, and lot of assumptions


You say Ubi asked for individual effects to be taken of, assumption. They tested the game on standard seizure tests; failed, go back to dev.

You assume again that the dev team removed some effects, nothing from Luthier hints to that. He did say that they would have to do that in the future if Ubi didn't change its stance on the whole epilepsy thing.
Since Ubi changed it and said OK, make the removal of the filter an option, put a warning, no need to rework the effects.

Think: why would the filter stay, even as an option, if the effects had to be reworked? That would be a double barrier.
You can actually read Luthier's statements and explanations on this russian forum. I haven't made up anything from this, they are Luthier's explanations. You are the one making assumptions in here, not me, sorry.

Also, you did not understand that after modifying the effects for a while, they saw can't address them all (as Luthier said, the whole damn game and almost everything from it could potentially cause epilepsy), they've left the already modified/removed ones as they were, and added a filter on the final rendered image, as a quick solution for launch (as UBI said there won't be any UBI launch without all the potential epilepsy causing effects removed from the game).

Luthier also said this filter will be removed once ALL epilepsy causing effects will be modified individually (after weeks/months of painful work). His words, not mine.

Last edited by adonys; 03-29-2011 at 11:19 AM.
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  #19  
Old 03-29-2011, 11:16 AM
adonys adonys is offline
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Quote:
Originally Posted by robtek View Post
Afaik it is you who doesnt understand.

In this simulation the real view is simulated!!!
Not the view of a camera!!
So no slow counterrotating props or such stuff!
Except maybe in a track where a camera is simulated.
The effect is not visible only on camera, I just gave WW2 footage as an example, as most of us saw it in there, and not in real life. But the effect is perfectly observable by looking with your own eyes, and from Luthier's words, it was modeled into the game (and then removed as part of UBI's anti epilepsy requests).

The closest alike effect would be the one caused by the spikes from a car wheels' plastic protectors. At certain rotation speed, you'll have the optical illusion taht the wheel is actually rotating backwards.

You, sir, are wrong!
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  #20  
Old 03-29-2011, 01:42 PM
Vevster Vevster is offline
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Quote:
Originally Posted by adonys View Post
The effect is not visible only on camera, I just gave WW2 footage as an example,
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