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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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  #341  
Old 12-27-2010, 09:08 AM
kendo65 kendo65 is offline
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Originally Posted by JAMF View Post
SoW will not have tessellation. No mention of physics being run on a GPU. No mention of DX11 specific shaders being used. Not even a mention of anything DX11 specific being used. The only enigmatic words regarding DX11 were "supported". DX8 functions are supported by DX11.

Show me quotes that DX11 is needed or desired, besides oracle-like utterings?
I'll just repeat what Oleg has mentioned here in forum posts:

DX9 / DX10 / DX11 will be supported.

No use will be made of tessallation in initial release though but it may be used later.

JAMF, can't help but feel you're being a little pedantic in your interpretation of "supported". If you are waiting for the devs to spell it all out in minute detail you'll be waiting a long time.

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Originally Posted by Tree_UK View Post
Unless of course Nearmiss knows something that we dont?
He doesn't. I'll bet Zapatista's shorts on it.

Last edited by kendo65; 12-27-2010 at 09:10 AM.
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  #342  
Old 12-27-2010, 01:49 PM
JAMF JAMF is offline
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Originally Posted by kendo65 View Post
I'll just repeat what Oleg has mentioned here in forum posts:

DX9 / DX10 / DX11 will be supported.

No use will be made of tessallation in initial release though but it may be used later.

JAMF, can't help but feel you're being a little pedantic in your interpretation of "supported". If you are waiting for the devs to spell it all out in minute detail you'll be waiting a long time.
My point is simply: Anyone claiming that DX11 is needed for SoW, or any DX11-specific features are being used can not show evidence of this being true. I don't expect Mr. Maddox or Mr. Shevchenko to reply in detail, or even with a "DX11 specific features are used", so I'm not waiting for that.

Just playing devil's advocate. If we see complaints by customers who bought SoW that DX11 features aren't used, they will blame the developers. Mr. Maddox can then answer each of these complaints over and over again with "Show me where I said that?". I for one don't want to see any of that. I'm just trying to warn people that "supported" doesn't mean much and will not give them any basis to complain later.

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Originally Posted by Heliocon View Post
He has made it clear the game engine has alot of growth ahead of it, alot of potential and future enhancement which has to mean DX11.

[...]

Sorry I desire DX11 as do many other gamers, just because you dont want to update your computer does not mean computer technology should cease to advance in the mean time (dx9 is what 5 years old now?).
Wishing... and reading things that "have to mean" something, does not make it happen or make it true on SoW release.

You're half right; I don't want to update(yet)... because I already am DX11 compliant. Windows 7 64Bit and 5870 here, so your assumption was wrong. You know what's said about assuming?

I hope and hoped for many things WRT SoW (as one can read from my questions regarding tessellation and other things in the update threads), but I never expect too much.
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  #343  
Old 12-27-2010, 09:17 PM
Heliocon Heliocon is offline
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Originally Posted by Baron View Post
Tesselation doesnt mean u get more eyecandy from the same power, it just doesnt.


Use tesselation in say SoW i quarentee u the not a single pc on the market will run it, not one.
Your evidence for this is.... What?
Sorry for being blunt/rude but you dont seem to know much about how computer graphics work do you? Or you didnt read my explanation.
I think I coverd the power vs graphics detail in it.

Last edited by Heliocon; 12-27-2010 at 09:26 PM.
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  #344  
Old 12-27-2010, 09:22 PM
Heliocon Heliocon is offline
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Originally Posted by JAMF View Post
My point is simply: Anyone claiming that DX11 is needed for SoW, or any DX11-specific features are being used can not show evidence of this being true. I don't expect Mr. Maddox or Mr. Shevchenko to reply in detail, or even with a "DX11 specific features are used", so I'm not waiting for that.

Just playing devil's advocate. If we see complaints by customers who bought SoW that DX11 features aren't used, they will blame the developers. Mr. Maddox can then answer each of these complaints over and over again with "Show me where I said that?". I for one don't want to see any of that. I'm just trying to warn people that "supported" doesn't mean much and will not give them any basis to complain later.

Wishing... and reading things that "have to mean" something, does not make it happen or make it true on SoW release.

You're half right; I don't want to update(yet)... because I already am DX11 compliant. Windows 7 64Bit and 5870 here, so your assumption was wrong. You know what's said about assuming?

I hope and hoped for many things WRT SoW (as one can read from my questions regarding tessellation and other things in the update threads), but I never expect too much.
Yes you are very right, its very much up in the air atm (no pun intended) so maybe I am using wishfull thinking. Sorry for the comment about your computer, I am jaded from forums where people want to go back and play with 2d sprites because they have a 10 year old computer

I do feel that it will be optional/used on the high end though, the cockpit ligting is just beutiful and I havent seen anything with lighting of that quality in DX9 especially with all the different surfaces (glass,metal panels etc).
*also want to note that earlier I didnt say it would be *only* dx11, just that it would be dx11 and use its features which I assumed from the news I have heard.

Last edited by Heliocon; 12-27-2010 at 09:24 PM.
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  #345  
Old 12-27-2010, 10:15 PM
speculum jockey
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Originally Posted by Heliocon View Post
stuff about tessalation
It doesn't work that way. If you want that roof or plowed field to look better it's great and saves you cycles, but for other thing like rendering large formations of aircraft. . . nope! You could make that 22 sided circle in the Dornier's engine nacelle look like a perfect circle, or that corrugated metal on the side of a Ju-52 look real, but that's about it.

Tessalation is a fancy mapping trick, not some miracle fix-all.
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  #346  
Old 12-27-2010, 11:02 PM
Triggaaar Triggaaar is offline
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Originally Posted by JAMF View Post
SoW will not have tessellation. No mention of physics being run on a GPU. No mention of DX11 specific shaders being used. Not even a mention of anything DX11 specific being used. The only enigmatic words regarding DX11 were "supported". DX8 functions are supported by DX11.

Show me quotes that DX11 is needed or desired, besides oracle-like utterings?
Oleg said that SoW would make use of DX11 (ie, features etc new to DX11).

PS - just telling you what he said, I haven't got time to search for quotes.
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  #347  
Old 12-27-2010, 11:26 PM
Triggaaar Triggaaar is offline
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My point is simply: Anyone claiming that DX11 is needed for SoW, or any DX11-specific features are being used can not show evidence of this being true.
Can

Ok, so I say I haven't got time to check Here are a couple of quotes from Oleg:
Quote:
Originally Posted by Oleg Maddox View Post
Tesselation isn't panacea. In case of trees and engine Speed Tree it isn't possible to use on LODs in principle.

Also that to use tesselation, that can be used in limited amount of object types we need to add to each model of such object special areas where this feature has right to work.
Say on the window of the house. Say for the wheels of the aircraft or for the spherical surface of bomb.

This means in my team probably a year of work in additional.

Tesseleation its not a function that you simply can turn On if you have DX11 and proper card. This means that should be great work in plan a year or greater ago....

This method is young enough, but that to use it for some areas of obects in the complete game the developer need some great enough time... and as more complex and more greater amount of the objects - more greater time it need for implementation and tests... and I don't tell about possible great bugs in visuals using this method.

Lets say if it will be a standard for some 5-10 years and will not change in future like many others in the past, then it is useful. I can't say at the moment right thing about the life of this method on the market. We plan the game not only for DX11.... but also the game life after DX11.... that to do not rework anything from old
And in this case the good hard manual development of excellent precise models is a guarantie for a long life title.

I may say that probably in future we will use this method for the objects like humans and wheels. But probably not in release.
Saying "We plan the game not only for DX11...." suggests it will take advantages of the improvements made in DX11.

In response to the question "I Hope they will support DX11 as it is DX brakethrough like DX 9 was." he said:
Quote:
Originally Posted by Oleg Maddox View Post
Currently for DX9, DX10 and DX11 in all of them there are difference in graphics
Now that is pretty clear that DX11 will have graphics that are not in DX10 or DX9, so DX11 will be a benefit.

Last edited by Triggaaar; 12-27-2010 at 11:32 PM.
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  #348  
Old 12-27-2010, 11:56 PM
Baron Baron is offline
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Originally Posted by Heliocon View Post
Your evidence for this is.... What?
Sorry for being blunt/rude but you dont seem to know much about how computer graphics work do you? Or you didnt read my explanation.
I think I coverd the power vs graphics detail in it.

Come on, ok lets make it simple. Run Heaven benchmark without tesselation, then with tesselation.

Notice any differance in, oh i dont know, fps maby?


P.S. As for your explanation, i dont know what i has to do with tesselation perse. Why would tesselation be usefull rendering boxes (bombers) from 4 km away? Thats not what tesselation is all about.

Its not like u get all those thousands of extra polygons for free u know. Tesselation isnt used for extra performance boost, its used to get extra eyecandy with less performance hit than with traditional tecniques, however u WILL have a performance hit no matter how u slice it compared to not running tesselation.
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  #349  
Old 12-28-2010, 12:03 AM
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TheGrunch TheGrunch is offline
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Is it just me who finds the post you just quoted extremely amusing? "Sorry for being blunt/rude but you dont seem to know much about how computer graphics work do you?" Backing up an argument that basically says "Tesselation = magic, be sure!".
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  #350  
Old 12-28-2010, 03:23 AM
Heliocon Heliocon is offline
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Originally Posted by Baron View Post
Come on, ok lets make it simple. Run Heaven benchmark without tesselation, then with tesselation.

Notice any differance in, oh i dont know, fps maby?


P.S. As for your explanation, i dont know what i has to do with tesselation perse. Why would tesselation be usefull rendering boxes (bombers) from 4 km away? Thats not what tesselation is all about.

Its not like u get all those thousands of extra polygons for free u know. Tesselation isnt used for extra performance boost, its used to get extra eyecandy with less performance hit than with traditional tecniques, however u WILL have a performance hit no matter how u slice it compared to not running tesselation.
... Ok no you dont but you need to think through your posts. Oleg can make beutiful and high polygon count models of aircraft, smoot rounded hulls and all. Without tessalation or distance mapping the aircraft is renderd in all its full glory even at 10 miles away where you can even make out what type of plane it is. So 1000 planes in the distance (lets say far enough that you can see there basic outline) are being renderd in full detail (high polygon count). Dont you think this will kill frame rate?

With tessalation, those aircraft in the distance would be low polygon count models, but you would not be able to see that because they are far from you on the screen, this gives a big boost in performance as it has far far far less rendering/polygons the gpu has to work with. As you get closer the tessalation kicks in and increases the polygon count gradually, you never notice the difference but at close range the plane is just as detailed if not far more detailed then it would be without tesselation. You get the quality without the performance hit that the quality would bring otherwise.

And yes I do have the unigine benchmark and have used it extensivly to setup my gpu/overclock. The reason I responded as I did before was because your question was silly, think about it...
Of course it takes a fps hit creating each cobblestone vs flat bump mapped ground. BUT without tesselation you would have the flat ground, or the ENTIRE image would be tesselated, even distant objects you cannot visually see clear enough to see any change. Therefor tessalation improves performance as it phases in geometry when you can actually get close enough to see it.

I have done some graphics work in the past with Maya 7.0 (mostly), including models, texture mapping (photoshop) and alittle animation. As far as I can tell from the Oleg quote I think he misunderstands and or isnt updated on the newest info (from what I have heard). I will look for it but I believe Nvidia advertised multi level tesselation for models with the 500 series release. Therefor the models would not have to be modeled (which they arent) as tesselation extrapolates from the base models (sure its alittle more complicated then that, but thats the jist of what I heard).

Not an amazing video but this demonstrates the difference, pay attention to the geometry mesh (I know its not a great video). As a recap tesselation allows huge polygon counts with minimal performance loss due to it being based on distance.

Last edited by Heliocon; 12-28-2010 at 03:29 AM.
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