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-   -   FAQ-QUESTIONS,release date,system specs, for CoD (http://forum.fulqrumpublishing.com/showthread.php?t=16401)

speculum jockey 12-29-2010 02:33 AM

Quote:

Originally Posted by Heliocon (Post 207656)
Mind to provide evidence/what I said that shows I do not know how effects in computer gaming work? Have you ever done any 3d modeling or texturing?

Just parroting - "you think tesselation is magic" people here on the forums are sad, especially because you havent yet told me why what I am saying is in any way incorrect or even advanced your own posts about it (except for the post commenting on LOD which I addressed).

Go back and read your post. You might have been meaning something else, but what I took from it, and everyone else is that you didn't understand how it works. This might have been you attributing an ability to tesselation that doesn't exist (for all practical intents and purposes) or just awkward wording.

The technology as it stands right now is for mapping more detail to surfaces, not for replacing LOD stages. Maybe in the future it will do that, but not now. Anyways it's a moot point since it has not been implemented in the code so far, and if it is, it will probably be used strictly for examples other posters have already mentioned.

Heliocon 12-29-2010 05:14 AM

That was a cop out, what did I say exactly that gave you that impression? Tesselation is exactly what I said it was, it increases the polygon count of an object. You are the one who does not understand how it works.

Can it be used to turn a flat plane, with a bump mapped brick wall texture into actual geometry/model = yes
Can it increase the polygon count of a wheel/head/round object so instead of lots of little planes (like an octogon) it creates a round surface (to the eye) = Yes.
Can it be used to give increasingly high detail levels to the geometry of a plane/house/landscape as you approach it, working from a base model to smoothly add more and more detail without paging the harddrive? = Yes

It does what LOD does, but more efficiently, and even if it didnt nothing I have said is false. You are the one misunderstanding its function, it can be used to create geometry from a flat surface or like said tesselate objects as it does in Metro 2033 (albeit badly because it was thrown in late). It does not replace LOD but it adds more geometry as you move closer, so in effect its the next step from LOD as its progressive "intelligent" enhancement instead of just loading a completely new higher def model. Also it has been used for LOD in Civ5, so you are flat out wrong on that (also used for the terrain especially mountains).

As you have said we dont know if it is in the code or not, unless you are on the development team like others made clear earlier we dont have much of an idea of how or what will be in the game or not for graphical features. Who knows, they could of extended release back 2 months to add DX11 features in, why else would they be working so closely with Nvidia?

swiss 12-29-2010 06:54 PM

anyone knows how old this interview is?
(the link is with google translation)

http://translate.google.ch/translate...n&hl=&ie=UTF-8

zapatista 12-30-2010 12:51 AM

Quote:

Originally Posted by kendo65 (Post 207913)
Ok - now I'm genuinely confused. What does it mean to say that a game supports DX11?

Is it possible that a game can 'support' DX11 while not actually implementing ANY DX11 features?

ignore anything tree says, he doesnt know anything and and deliberately troll's and thread-craps il2 forums with -ve misinformation about BoB/SoW

oleg stated the game engine is designed for dx11, but that not all features will be turned on from the start (mainly to reduce cpu/gfx load and keep fpsec higher). as the game evolves and users have better hardware over the months/years, some of those dx11 elements can and will be turned on (or added in later patches)

additionally oleg also stated the game at release will be mostly dx9/10 to keep it compatible with older systems of potential customers (otherwise those people wouldnt/couldnt buy it), but people with newer dx11 systems will have some eye candy effects/visuals added which the older systems dont display. i suspect this will be fairly minor on release, but will matter more as newer patches/addons get released later

Chivas 12-30-2010 02:12 AM

Quote:

Originally Posted by swiss (Post 207890)
anyone knows how old this interview is?
(the link is with google translation)

http://translate.google.ch/translate...n&hl=&ie=UTF-8

The interview was done after the Russian Exposition, just recently. There were a couple of very interesting screenshots I've never seen before. There is one showing an airfield from a 1000 ft. and another with 110's low over a foggy terrain. In this photo it appears that riverbanks weren't enabled. Hopefully they will make the final or later as they add hugely to the look of depth in the terrain.

I still think the White Cliffs of Dover and terrain color palette need tuning. Other than that SOW is looking very very good.

Heliocon 12-30-2010 09:35 PM

Quote:

Originally Posted by Chivas (Post 207978)
The interview was done after the Russian Exposition, just recently. There were a couple of very interesting screenshots I've never seen before. There is one showing an airfield from a 1000 ft. and another with 110's low over a foggy terrain. In this photo it appears that riverbanks weren't enabled. Hopefully they will make the final or later as they add hugely to the look of depth in the terrain.

I still think the White Cliffs of Dover and terrain color palette need tuning. Other than that SOW is looking very very good.

For the colors/cliff that could also be a lighting effect thats offsetting the colors. From what I have seen I think the colors look alittle too "washed out", but of course this could be due to a wide range of things.

As for Dx11 = people above gave a very good explanation of it so I will leave the beast to slumber :rolleyes:

Avimimus 12-31-2010 05:34 PM

Quote:

Originally Posted by Igo kyu (Post 207977)
I know nothing about what is or isn't in SoW, but in English, "supports Dx11" means a program runs on DX11, it doesn't necessarily imply it uses anything that's unique to Dx11. It might be perfectly possible (though stupid) to have a program that runs on Dx9 or Dx10 but didn't run on Dx11. All that "supports Dx11" tells you is that it doesn't stop running if it encounters Dx11. The language has been used this way since the days of DOS, there were programs back then that supported DOS 3.3, and DOS 3.4, and some (I think) that supported one or the other but not both.

No, it makes perfect sense. Oleg will build in the latest technology, but he won't implement its features for a few years. The thing most people underestimate about SoW:BoB's engine is that it is meant to be used until at least 2017 and is designed for ongoing development.

There are significant investments in the design and technology that we won't see used for the first couple of years.

Quote:

Originally Posted by Chivas (Post 207978)
I still think the White Cliffs of Dover and terrain color palette need tuning. Other than that SOW is looking very very good.

For me, it is the clouds - the newer atmospheric engine is the big missing piece visually.

SQB 01-03-2011 03:32 AM

Personally i think the colours are too saturated, that or too fluro, later on this week i plan to get photoshopping and see if i can get the terrain to look normal.

The clouds also look very... il2fb... I hope something is changed before release, i have never EVER EVER EVER seen a cloud that is comparable to a ball of cotton wool in real life :confused:

The whole fluro thing with the ground is probably due to lighting, the afternoon/night shots look fine in that respect.

ElAurens 01-03-2011 04:34 AM

I think someone does not understand that these are work in progress screen shots. We have not once seen anything in it's final, release ready state.

But go ahead and waste an hour or so photoshopping if it makes you feel better. Not that it will have any effect on what Oleg's team does.


:rolleyes:

Chivas 01-03-2011 06:23 AM

Quote:

Originally Posted by SQB (Post 209080)
Personally i think the colours are too saturated, that or too fluro, later on this week i plan to get photoshopping and see if i can get the terrain to look normal.

The clouds also look very... il2fb... I hope something is changed before release, i have never EVER EVER EVER seen a cloud that is comparable to a ball of cotton wool in real life :confused:

The whole fluro thing with the ground is probably due to lighting, the afternoon/night shots look fine in that respect.

The clouds are IL2's clouds. The new ones are still a work in progress and Oleg's latest statement indicates they MAY not even make the initial release. That said even if they miss initial release, I'm sure they will patch them when finished. I have seen many clouds that look just like IL-2's, but there will be many different types of cloud formations when the SOW clouds are finished.


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