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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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#451
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So true Tvrdi But again no hardware will run a bad code no matter how you tweak it. Sometimes it feels that in these days of console porting being THE thing and coder relying on hardware getting stronger is a reason why we get crap codes that are buggy. I can be totally wrong, but why should a sloppy coder bother with optimizing his code when he can think that let the hardware crunch it. I bet not even today with all the high end hardware around their full potential is even used... |
#452
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#453
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As someone who is coding this really sets me up.
I think you simply cannot compare - 40 years ago you perhaps had the time to tweak and optimize a small piece of code, and working hard you could perhaps achieve a perfect, but very small tool. The code base of Cod however must be HUGE, most of the work probably gets into just getting all the mess somehow organized, and it would take unimpossible amounts of manpower to do everything perfect. Complexity is the problem,not lazy or sloppy coders.... its just plain insulting to insinuate they would not care because of the available hardware. |
#454
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#455
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There was a time that software coding could really impact performance.. Back in the assembly coding days.. I know I wrote a lot of assemble for a lot of different systems.. Once the higher level languages came out, the performance was very 'compiler' depended, and in a few cases a good assembly programer could write code that had better performance than what the 'compiler' provided.. But these days you would be hard pressed to write assemble code better than a 'compiler' could do it.. And with all the APIs and SDKs at your disposal makes it even harder to write 'bad' code unless the API and/or SDK itself contains 'bad' code. Thus the real issues these days is in how close to the edge of the envelope you want to code at.. As with the Microsoft DX11 API, One of the reasons CoD is defaulted to DX10 feature levels is because there were 'issues' with the DX11 feature levels in the DX11 API at CoD release time.. That is to say 1C was making use of DX11 feature levels in the DX11 API that were not that debugged yet (a Microsoft issue) thus 1C had to wait for Microsoft to fix those issues in the DX11 API before they could make use of those DX 11 feature levels, since that did not happen before CoD release, 1C limited the feature levels to DX10
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Theres a reason for instrumenting a plane for test..
That being a pilots's 'perception' of what is going on can be very different from what is 'actually' going on. Last edited by ACE-OF-ACES; 02-02-2012 at 05:46 PM. |
#456
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Tota, the rant was not directed towards you nor was taking a stance on the state of CoD code when Luthier took over. It is easier to make bloated code than optimize and as you said, time is different. But again as a coder you learn over the years how to be better etc. I can say I know a sh*tload more of my work now than when I started, routines have developed and knowledge to even evolve current ways of working and work packages are there. This same is applicable to coders as well, they for sure develop ways to do it better..or am I wrong? And to add to this. We ALL know that Maddox Games had EIGHT years of previous knowhow on making a flight sim, the original IL-2. And there were other work Oleg was involved with but not in the limelight. No lack of knowhow there, right? So can you say CoD is efficiently made if 8 years of knowledge BEFORE starting CoD, which took 7 years to complete, would not teach anything? I try to say that the team KNEW, and still do, what they were/are doing, had the experience and lessons from previous STILL living project to make CoD. Whatever happened behind the scenes is out of bounds to speculate, but frankly ask yourself this: How could they improve something already made to be even better, how to utilize knowhow from what has been done to make a product that stands head above the rest. Because IMO Luthier and team can not hide behind a curtain of not having experience nor not knowing what they were doing. Not an attack against CoD dev team, but voicing my opinions. I wish and hope CoD and it's sequels will make it and be THE benchmarks of WW2 and beyond flight sims. Period. |
#457
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If we are to be honest with ourselves, at least half of the mess is the community's fault too: the people who ask for such features that you and i expect are much less than the people who are mighty upset about graphic issues (and i don't mean valid performance/stability issues, but simply aesthetic issues). We all remember the fuss about DX11 before release, now we see people speculating about how it might have been better to stay with OpenGL. Well, imagine you are the project manager and have to keep this community happy, it's impossible because everyone has different priorities and some even ask for completely opposite things. I think that as long as they keep working on it and they have the cash to keep doing it, we will get a sim worthy of the legacy of the previous series. I wish it wasn't like this, but that's how things go with sims these days: if you don't have military customers to pay for a sim that you can then take the top-secret stuff out and release to the public (like DCS) or sell individual add-ons for high prices (civilian flight sim add-ons and some train sims), you are going to release what you have and hope you have enough money to keep working on it. I mean, look at RoF. It took 18 months after the release to get it where it is and it's a simpler engine in some aspects (ballistics for all guns are very similar, not so many ammo types, lower object limits per mission, reduced dot visibility ranges, etc), either by restriction or optimization because it can(eg, since the speeds/distances involved are smaller, there is less need for a high air to air spotting distance). CoD can handle (or at least, it's supposed too) a couple thousand ground objects in a single mission, visibility range needs to be higher, etc, etc, so it's no wonder it's a tough job. The good thing is that the hard part seems to be behind us. When the next patch is released and performance/stability optimizations are finally complete, we can then start moving onto the stuff that has added gameplay value: fixing the control logic inconsistencies and control bugs in all aircraft and correcting the FMs, so we can start to fly raids of 20 bombers or more online and have some serious fun |
#458
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#459
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DX10 is the optimized and extended DX9 in the end. And finally, when you program for the future it's contraproductive to go to the past, you stay with the present and from there on.
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Win 7/64 Ult.; Phenom II X6 1100T; ASUS Crosshair IV; 16 GB DDR3/1600 Corsair; ASUS EAH6950/2GB; Logitech G940 & the usual suspects |
#460
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It's a catch 22 as well in terms of trying something new, because trying new ideas means increase development time and costs, and if I were investing in a game I'd be saying "if it ain't broke don't fix it, just improve it". The majority of CoD is a complete departure from the old engine, but there is still a lot of IL-2 1946 in there as well, and it's a monumental task in front in front of Illya and the team. Last edited by Codex; 02-02-2012 at 09:12 PM. |
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