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All DirectX based sound gets fully procesed by Windows Vista and Windows 7 in the Kernel, so Soundengines based on DirectX DirectSound or DirectX DirectSound3D (<- yes there is a difrence) are Unusable for the Sound Hardware, wich means No SoundHardware Effects and Acceleration. With OpenAL that does not happen so you do get Full Soundhardware Acceleration and Effects in Windows Vista and Windows 7. So the question still stands, is the game gonna use DirectX based sound or OpenAL based sound? |
Sweet!
Happy NEw Year!
WOW the video!!! Cool. I like how everything is taken into account when the doors slide open like the light near the bottom as they open up. Overall mechanics are sound. I'm going to assume that in final details such as the doors moving slower, the towing feel / momentum of the aircraft is added and other details will be fixed. |
What is it?
When that hangar door opens up what is it we see?
Some strange mountains? Karst formations? And that huge thing that looks like the body of an airplane? What is it? Regards Viking |
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Bye, Ins |
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today is friday., what i miss???:confused:
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I wonder if the 'watch out' thread is getting on Oleg's nerves ;-)
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If you look at previous topics on flight/damage/CEM models and authenticity you'll see the flight simmers have slightly different requirements to the console crowd. (I'm one of those too so I don't mean that as a put down) It's just a case of Horses for Courses! Cheers! |
Hi Skoshi,
I don't think we can dismiss WoP as just a console game. I'd classify it as a light sim at the moment and I think it's setting high expectations for other sims in areas like landscape and smooth performance on mid range machines. WoP may be making flight sims more accessible to new comers but that doesn't mean that's it's only target audience. Based on the discussions on this and other flight sim forums it's clear that the same crowd is attracted to both so it's natural to expect comparisons between the two. cheers! |
ed
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