Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik

IL-2 Sturmovik The famous combat flight simulator.

Reply
 
Thread Tools Display Modes
  #21  
Old 11-07-2010, 09:10 PM
T}{OR's Avatar
T}{OR T}{OR is offline
Approved Member
 
Join Date: Feb 2008
Location: Zagreb, Croatia
Posts: 833
Default

Quote:
Originally Posted by KG26_Alpha View Post
Endless City

2 billion polygons

I'm no programmer although I do have some basic knowledge... If implemented right, imagine what it could do to boost the number of planes in air battles and overall details. Procedural programming should have been focused on long time ago IMO. It is good to see GPU-s developing in that direction.

Maybe OT, but games like Infinity show that the capabilities are endless.
__________________

LEVEL BOMBING MANUAL v2.0 | Dedicated Bomber Squadron
'MUSTANG' - compilation of online air victories
Reply With Quote
  #22  
Old 11-07-2010, 09:43 PM
The Kraken The Kraken is offline
Approved Member
 
Join Date: Jul 2010
Posts: 317
Default

Quote:
Originally Posted by T}{OR View Post
I'm no programmer although I do have some basic knowledge... If implemented right, imagine what it could do to boost the number of planes in air battles and overall details. Procedural programming should have been focused on long time ago IMO. It is good to see GPU-s developing in that direction.

Maybe OT, but games like Infinity show that the capabilities are endless.
The GPU most likely won't be the bottleneck when it comes to the number of planes or other active objects. Especially given that SoW's models have a relatively conservative polygon count. We don't know yet how CPU-heavy SoW's AI will be, but I have no doubt that new damage and flight models will take a toll.
Reply With Quote
  #23  
Old 11-08-2010, 07:18 AM
LoBiSoMeM LoBiSoMeM is offline
Approved Member
 
Join Date: May 2010
Posts: 963
Default

Quote:
Originally Posted by KG26_Alpha View Post
No its not the same, there's a huge difference with Water=4

ATI 1/2
Nv 1/2/3/4
I had NVIDIA cards and run IL-2 over Water=4 setting. And have ATI and run Water=2.

Please show me some screenshots with the "huge difference" between Water=2 in an actual ATI card and Water=4 in equally actual NVIDIA card and come back again.

Just some number in conf.ini mean nothing. In 2010 people still don't understanding that Water=3/4 are OPTIMIZATIONS to 3.0 shaders in the "Stone Age"... Even my HD 4850 have 4.0 shader model...

Last edited by LoBiSoMeM; 11-08-2010 at 11:48 AM.
Reply With Quote
  #24  
Old 11-08-2010, 01:06 PM
KG26_Alpha KG26_Alpha is offline
Approved Member
 
Join Date: Jan 2008
Location: London
Posts: 2,805
Default

Quote:
Originally Posted by LoBiSoMeM View Post
I had NVIDIA cards and run IL-2 over Water=4 setting. And have ATI and run Water=2.

Please show me some screenshots with the "huge difference" between Water=2 in an actual ATI card and Water=4 in equally actual NVIDIA card and come back again.

Just some number in conf.ini mean nothing. In 2010 people still don't understanding that Water=3/4 are OPTIMIZATIONS to 3.0 shaders in the "Stone Age"... Even my HD 4850 have 4.0 shader model...
You made the claim there's no difference show me the proof

If you look back through my posts you will see some videos that no one ever challenged.

.
Reply With Quote
  #25  
Old 11-08-2010, 01:28 PM
Tempest123's Avatar
Tempest123 Tempest123 is offline
Approved Member
 
Join Date: Dec 2009
Posts: 389
Default

Quote:
Originally Posted by T}{OR View Post
I'm no programmer although I do have some basic knowledge... If implemented right, imagine what it could do to boost the number of planes in air battles and overall details. Procedural programming should have been focused on long time ago IMO. It is good to see GPU-s developing in that direction.

Maybe OT, but games like Infinity show that the capabilities are endless.

OT again but this video for Infinity blew my mind, imagine the hours you could spend farting around in this universe, jeez. If only someone can make a new X-wing, or Tie fighter out of this engine

http://www.infinity-universe.com/Inf...=113&Itemid=93
Reply With Quote
  #26  
Old 11-08-2010, 02:20 PM
T}{OR's Avatar
T}{OR T}{OR is offline
Approved Member
 
Join Date: Feb 2008
Location: Zagreb, Croatia
Posts: 833
Default

Now you can better understand why procedural programming is a step in the right direction.
__________________

LEVEL BOMBING MANUAL v2.0 | Dedicated Bomber Squadron
'MUSTANG' - compilation of online air victories
Reply With Quote
  #27  
Old 11-08-2010, 03:42 PM
JG27CaptStubing JG27CaptStubing is offline
Approved Member
 
Join Date: Dec 2007
Posts: 330
Default

Quote:
Originally Posted by The Kraken View Post
The GPU most likely won't be the bottleneck when it comes to the number of planes or other active objects. Especially given that SoW's models have a relatively conservative polygon count. We don't know yet how CPU-heavy SoW's AI will be, but I have no doubt that new damage and flight models will take a toll.
It's difficult to say... IL2 had a pretty good balance between Graphic Load on the GPU and of course FMs AI Damage etc on the CPU. IL2 scaled very well over the years and that tells me the code was pretty tight from a developer point of view.

It will be interesting to see if DX11 will have an affect on SOW. If WOP is any indication we aren't going to be that bad off even with current hardware. As Oleg mentioned they will unlock features over time as they continue to develop the sim. I certainly hope SOW is a success for them.

Just looking at that City Demo says that if they can take advantage of some of those newer card capabilities the future is pretty bright.
Reply With Quote
  #28  
Old 11-08-2010, 03:56 PM
T}{OR's Avatar
T}{OR T}{OR is offline
Approved Member
 
Join Date: Feb 2008
Location: Zagreb, Croatia
Posts: 833
Default

Quote:
Originally Posted by JG27CaptStubing View Post
It's difficult to say... IL2 had a pretty good balance between Graphic Load on the GPU and of course FMs AI Damage etc on the CPU. IL2 scaled very well over the years and that tells me the code was pretty tight from a developer point of view.

It will be interesting to see if DX11 will have an affect on SOW. If WOP is any indication we aren't going to be that bad off even with current hardware. As Oleg mentioned they will unlock features over time as they continue to develop the sim. I certainly hope SOW is a success for them.

Just looking at that City Demo says that if they can take advantage of some of those newer card capabilities the future is pretty bright.
Actually IL2 is pretty CPU intensive. High end cards are overkill for it. You would be much better of with a powerful CPU when playing IL2 than GPU.

Here are some comparisons:

GPU & RAM tests

nVidia vs. ATI
__________________

LEVEL BOMBING MANUAL v2.0 | Dedicated Bomber Squadron
'MUSTANG' - compilation of online air victories
Reply With Quote
  #29  
Old 11-08-2010, 09:07 PM
JG27CaptStubing JG27CaptStubing is offline
Approved Member
 
Join Date: Dec 2007
Posts: 330
Default

Quote:
Originally Posted by T}{OR View Post
Actually IL2 is pretty CPU intensive. High end cards are overkill for it. You would be much better of with a powerful CPU when playing IL2 than GPU.

Here are some comparisons:

GPU & RAM tests

nVidia vs. ATI
I never found that to be entirely true at 1920X1200... I agree it weighed in more on the CPU but it scaled quite well in terms of FPS when throwing a high end card on it. Especially with the mods and eye candy stuff.

As I suspected his test is at 1440X900 with his card is really only going to show CPU scaling... You can say the same about my 1920X1200 being more video card scaling...

Last edited by JG27CaptStubing; 11-08-2010 at 09:10 PM.
Reply With Quote
  #30  
Old 11-09-2010, 09:25 PM
WhiteSnake WhiteSnake is offline
Approved Member
 
Join Date: Feb 2008
Posts: 56
Exclamation

Think about this one: Heaven DX11 Tessellations benchmark is heavly sponcered by nVidia, and... nVidia whipes the floor with ATI/AMD benching that...
But in the only game (Stalker Call of Pripyat) that really makes a lot of use of Tesselation its totaly the other way around and the ATI/AMD cards basicly crush the nVidia cards wen benching that, Weird huh?
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 11:49 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.