|
IL-2 Sturmovik The famous combat flight simulator. |
|
Thread Tools | Display Modes |
#21
|
|||
|
|||
If I understand you right Bearcat I see two points in your reply:
1) More computing power does not necessarily mean better quality (visually) games. 2) We are far from having used all the existing hardware power available today. I totally agree. One path which will also bring gains and which I have not mentioned is to invest into better usage of existing hardware. But this is a human/financial factor. I think there are two issues with that: a) The graphic hardware chain from CPU/GPU up to and included the display as well as the sound system does allow us to have a home cinema wide-screen type environment to play with our simulators. But for such an experience we need more and more details. On the "primitive" systems of 15 years ago the LOD had to be crude for multiple reasons like CPU/GPU performance, low resolution etc. etc. to get to an acceptable framerate. My personal experience is that framerate, sound and right control are THE three things for the immersiveness and the success of this very dynamic and interactive type of games like flight simulation. Maybe the fact of being an active pilot makes me feel like this. From the hardware side we have all these three things available today to some extent. Allow me a small diversion here: (I allways put the visual quality to a level were I get enough FPS, but I agree then that visually the result can be poor. So I had allways to buy the most powerful system available to improve display quality. In fact I fully change my system every year and I allways have the most powerful GPU available so I may switch graphic board every six months or so. A pretty expensive hobby. My systems are entirely assembled by myself which allows me to pick the best components.) But a high LOD to be visually interesting means also to "really" put more details in the scenery, the aircraft models etc. etc. This is hours and hours of work because more and more REAL details have to be put in. More CPU power means more refined physical models, flight models and so on. But again all this has to be painstakingly "hand"crafted in. In the past when the polygon budget was so tight, crude and approximative models were okay. Today a Nvidia GX2 board can generate > 1 billion textured pixels in real time (at 60 fps). This translates in at leat 5 million polygons (transformed, textured, shaded etc.) in real time. All this is fine but to now you must model the locking pin on the wheel axle (i am not kidding) , the screws which are along the canopy frame, the fluid tube that runs along the landing gear and so on. The texture has to be also with high LOD with all the small scratches etc. etc. When I see the LOD for the aircraft that are being modelled for SOW I start to wonder if this game will ever come out. Oleg is practically doing the work that an aircraft manufacturer may do to build a real plane with all the inner details. We must add also that this work is not enough, the same LOD has to be put in the scenery, ground detail, ships, transport, buildings, trees, the sound effects, lighting, meteoroligical events, wind, clouds etc. Nothing is worse than beautifully modelled airplanes moving around in a very crude environment and interacting with crude targets like ships, artillery etc.. This brings me to the second comment: b) The economical financial factors. Software and coding throughput does not, very unfortunately evolve at the same speed as the hardware does. The evolution in software is more along the lines of generation changes of software engineers. Tools have improved and automating some coding tasks too, but still there is a huge gap between software and hardware. I am afraid that the financial economics of human code production may simply limit the LOD (visual, physical etc.) that can be put in a game that is sold for max 40 US$ (in US) and around 80 $ (in Europe). Either you can have a budget like hollywood has for CGI movies or somhere you are stuck. On the other hand flight simulators (I do not speak for Microsoft Flight Simulator which is a special case) like IL2 do adress a low volume niche market. So one conclusion: First we must recognize that Oleg made miracles with the IL2 saga, and I really wonder what his business model is. Second we should be ready to accept to spend not 30 but 300 US$ for our passion/hobby and maybe then there is a chance we get the best possible game making the most use of the available hardware. 300 is not so much after what we really spend on hardware in general. Very strangely people are ready to spend much more on hardware but start to cry and shout when they must pay 10 more bucks on a software that is extremely complex and difficult to produce and that allow them to play for 6 years with free support. Even the hardware does not last such long time. Software has not the visibility of hardware (No nice PC case with led lights flashing and blinking, coolers spinning, display, keyboard etc. etc.). Software feels immaterial and as such is being considered of little value (Worth just the CD or DVD) and should be granted. It is a completely wrong perception. This perception and total lack of respect for software is in my opinion the base why it is so common to pirate, steal, copy software. The truth value lies much more in software then in hardware. We should all start thinking about it if we want to tip the balance of economics in our favor. Gold |
#22
|
|||
|
|||
Quote:
|
#23
|
|||
|
|||
Quote:
And, yes, I bought into the hype as well... Last edited by Luffe; 05-02-2008 at 01:03 PM. |
#24
|
|||
|
|||
Looking back at it now, the video is crap ain't it.
|
#25
|
|||
|
|||
Eagle what I meant was that between the sim technology and the hardware that level of graphical qulaity may not be too far off.
|
#26
|
|||
|
|||
I think that we will have something like that with SOW BoB, just without human figures. Must I say "remember my words?"
|
#27
|
|||
|
|||
Quote:
Surely there is a size limit here, 4 cores is already close to filling a normal size CPU, so 10 cores will mean that the size of the CPU as a whloe will need to grow. As we have already hit limits with electron migration, then the size of the core caanot go much smaller than it already is with the limits as we know them. The paths are already so small as to have individual electrons escaping and causing errors. Wouldnt a 80 core CPU be massive? (with the limits as we now know them?) |
#28
|
|||
|
|||
I think before we get so many cores on a single chip we'll go back to what was taking off yet disappeared 5 or 6 years ago; motherboards for enthusiast PC's with support for 2 CPU's. SLI made a come back after years being undeveloped so motherboards with multiple CPU support might also make a comeback for the home PC.
Don't count out GPU's either. Looking at the specs of AMD's new ATI card, its not hard to imagine video cards with 2 GPU's containing multiple cores in systems with multiple CPU's each with multipe cores, or the amalgamation of GPU and CPU like IBM's Cell. |
#29
|
|||
|
|||
What i find an interesting developement is Nvidia acquisition of Ageia's physics technology. That will find it's way into mainstream video cards and should help with more realistic ingame physics without dragging the cpu/gpu down. As far as realistic aircraft modeling goes, just look at some of the aftermarket products for FS2004/X. Real Air simulations Spitfire package and Shockwave's WW fighters look and fly realisticly. If Oleg releases anything looking and flying close to that I'll be a happy simmer for a long time to come.
|
#30
|
|||
|
|||
Quote:
Gold |
|
|