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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.

View Poll Results: How happy are you with the current state of COD terrain?
Very Happy - the terrain is currently excellent and requires little or no change 16 6.37%
Generally Happy - the terrain is good, but there is room for improvement 140 55.78%
Generally Unhappy - the terrain is poor, and requires significant work to be done 62 24.70%
Very Unhappy - the terrain is so bad that it makes me reluctant to fly a mission 33 13.15%
Voters: 251. You may not vote on this poll

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  #71  
Old 07-14-2011, 04:52 AM
baronWastelan baronWastelan is offline
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I insist on having the insane draw distance -- to suggest otherwise is just crazy.
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  #72  
Old 07-14-2011, 07:01 AM
Ataros Ataros is offline
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Looks like trees along the roads had much less density back then than today because the trees were much younger (on the left hand).



http://www.theatlantic.com/infocus/2...ritain/100102/
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  #73  
Old 07-14-2011, 07:22 AM
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robtek robtek is offline
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Quote:
Originally Posted by Ataros View Post
Looks like trees along the roads had much less density back then than today because the trees were much younger (on the left hand).



http://www.theatlantic.com/infocus/2...ritain/100102/
For me this pic looks just like CoD slightly postprocessed!
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  #74  
Old 07-14-2011, 08:28 AM
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Mysticpuma Mysticpuma is offline
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Quote:
Originally Posted by robtek View Post
For me this pic looks just like CoD slightly postprocessed!
Except the haze in the distance in WW2 stopped the pilots seeing the building pop-up
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  #75  
Old 07-14-2011, 09:03 AM
Ekar Ekar is offline
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I'm mid way between 'generally happy' and ' generally unhappy'. The terrain doesn't blow me away- but it doesn't make me 'unhappy'. However I put 'generally unhappy' because I feel there's quite a way to go before things look realistic there- which I take was Oleg's initial goal. For those following Ali's thread in the mod section on this subject, I've given my opinion on the weaknesses and strengths of the terrain system there.

PS- I just looked at ROF again after a long break (since about release time). I was expecting the landscape to look much better than CloD after all of the comparison talk here in the forum. But I would hesitate to say it's 'better'.
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  #76  
Old 07-14-2011, 11:39 AM
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When we will have realistic weather with its atmospheric effects, like i.e. haze, it will be a big step towards a less lamentable impression of the terrain, especially the colors.
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  #77  
Old 07-14-2011, 12:25 PM
carguy_ carguy_ is offline
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Quote:
Originally Posted by FS~Phat View Post
I would rather have a little less draw distance for land objects and higher quality textures than the insane draw distance you get with Landscape on High.

Can other people try Landscape on Medium and report their findings, both visual and performance wise?
It should be further researched if the 'draw distance' option affects also the aircraft. It did in IL2. If so, if you were to turn it on medium, you would be at a significant disadvantage.
Plenty people have need to reduce their video setting for obvious reasons, so for others setting textures to high can cause much more stutter than to have medium textures and high draw distance. I have worked up a nice compromise wich consists of "BUILDINGS AMOUNT = high", "DRAW DISTANCE = high" and medium textures. Even though the buildings take a considerable amount of video memory, the smaller textures smooth out the experience. What I notice is the buildings don`t pop up no more, the ground quality is still acceptable (sorry- I have to have those trees, the terrain looks just so bald without them). In a set of LW escort missions to Dover and London dogfighting over the coast and over terrain proved fairly smooth (27-32 fps) and spotting objects like airfields poses no problems. Remember that those escort missions didn`t have the amount of 4 planes, but over 20 everytime.
Still, one needs to get used to an ocasional 0,2sec stutter every now and then.
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  #78  
Old 07-14-2011, 12:29 PM
LoBiSoMeM LoBiSoMeM is offline
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Originally Posted by carguy_ View Post
Still, one needs to get used to an ocasional 0,2sec stutter every now and then.
Just like old IL-2 1946 and ArmA2. We will always have occasional microstutters.
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  #79  
Old 07-14-2011, 12:40 PM
carguy_ carguy_ is offline
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Well, that ofcourse varied to a number of situations. As viewing the cities in zoom mode in IL2 lowered fps to lower twenties even few years after the release, the online stutters stayed the same. Whenever one of the players in online session spawned or hit the ground, others would experience a short hicup. Fact.
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  #80  
Old 07-14-2011, 01:50 PM
FS~Phat FS~Phat is offline
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Quote:
Originally Posted by carguy_ View Post
It should be further researched if the 'draw distance' option affects also the aircraft. It did in IL2. If so, if you were to turn it on medium, you would be at a significant disadvantage.
Plenty people have need to reduce their video setting for obvious reasons, so for others setting textures to high can cause much more stutter than to have medium textures and high draw distance. I have worked up a nice compromise wich consists of "BUILDINGS AMOUNT = high", "DRAW DISTANCE = high" and medium textures. Even though the buildings take a considerable amount of video memory, the smaller textures smooth out the experience. What I notice is the buildings don`t pop up no more, the ground quality is still acceptable (sorry- I have to have those trees, the terrain looks just so bald without them). In a set of LW escort missions to Dover and London dogfighting over the coast and over terrain proved fairly smooth (27-32 fps) and spotting objects like airfields poses no problems. Remember that those escort missions didn`t have the amount of 4 planes, but over 20 everytime.
Still, one needs to get used to an ocasional 0,2sec stutter every now and then.
I just did some a-b screen shot comparisons and there is no difference in aircraft draw distance between medium and high land detail but there does appear to be less detail on land for trees and other things in the very far distance. You have to flick between 2 screen shots to see it because the difference is so minimal, but performance is way better!

I just redid the screen shots with everything max and land detail low so it was easier to see what is going on as it was really hard to see the difference between medium and high land details.

Max


Low land detail everything else max


Max


Low land detail everything else max


Max


Low land detail everything else max

Last edited by FS~Phat; 07-14-2011 at 02:35 PM.
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