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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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#1
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Yes, I have reverted back to the official non beta version.
This patch left me unable to change video details, and gave me a massive FPS hit. I tried deleting the conf.ini to ge the game to reset video settings but no joy. |
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#2
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Well that patch works very well!
The only errors so far has been on some occasions (~25% of the time) that the grass or ALL building or both will be missing from the world space, so you either have to quit the game and restart it or exit the mission/.trk/etc then enter the video options and press ok (without changing anything) then wait in the main menu until the music starts before reloading the mission/.trk/etc. edit to above: also exiting to the main menu then reloading the mission/.trk/etc has the same effect most of the time ware as also going to the video options and press ok (without changing anything) works all of the time before reloading the mission/.trk/etc. & Wile the method of displaying buildings now much further away & switching LOD’s of buildings is a vast improvement on the old method, in towns of ~300+ buildings at low level I see quite a lot of light brown etc buildings which are nothing more than 12 triangle rectangular boxes (lowest detail LOD) even though other buildings much further away are showing a higher detail LOD. Image attached below though not the best example of it! shot_20110415_174753.jpg With respect to “shutters” caused by buildings and how LOD’s etc were handled there is ~85% reduction “shuttering”, that is to say the duration of each “shutter” is significantly reduced and the amount of individual “shutters” is significantly reduced when below 100m AGL over a large town Performance v1 vs. v2 vs. v3 beta patch with like for like settings (SSAO = on & original texture detail) 1280x720 V1 test1 benchmark 160sec = Frames 8609, Min 28, Max 79, Avg 53.806 V2 test1 benchmark 160sec = Frames 9946, Min 39, Max 78, Avg 62.163 V3 test1 benchmark 160sec = Frames 11448, Min 49, Max 85, Avg 71.550 V3 test1 benchmark 160sec no SSAO = Frames 15001, Min 55, Max 113, Avg 93.756 1600x900 (AA = off) V1 test1 benchmark 160sec = Frames 7614, Min 26, Max 62, Avg 47.588 V2 test1 benchmark 160sec = Frames 7891, Min 31, Max 61, Avg 49.319 V3 test1 benchmark 160sec = Frames 8913, Min 43, Max 67, Avg 55.706 V3 test1 benchmark 160sec no SSAO = Frames 13371, Min 53, Max 102, Avg 55.706 V3 test1 benchmark 160sec with AA @ x2 = Frames 8065, Min 41, Max 59, Avg 50.406 1280x720 V2 test3 benchmark 160sec = Frames 8095, Min 25, Max 91, Avg 50.594 V3 test3 benchmark 160sec = Frames 9335, Min 39, Max 93, Avg 58.344 V3 test3 benchmark 160sec no SSAO = Frames 11815, Min 41, Max 125, Avg 73.844 Game settings (unless otherwise noted in above benchmarks): settings.jpg System:I7-920 (@ default) 6gb ram (3 x 2gb) GF GTX275 (@ default with 270.51 drivers) Win 7 pro 64bit Last edited by b101uk; 04-16-2011 at 04:30 PM. Reason: corrected "V2" as "[u]V3[/u]" added 1600x900 V3 test1 with no SSAO, also see "[U]edit to above:[/U]" |
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#3
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Do you see the grass like me?
Before i was sure that was not like yet
__________________
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#4
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Woohoo! Nice improvement - it seems that the multi-threading has made the biggest difference (cores are ~ 75%/50%/20%/15% in Task manager). Changing texture quality from medium to low and SSAO on/off seems to make no noticible difference to either visuals or fps. No noticible jitters either - frame rate seems a lot more constant. Also, no more black lines over the ocean without forcing AF in CCC.
Sorry, no time for any more comments now - I've had to scramble coz there's some Stukas coming in over the channel. Tally-ho!
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I'd rather be flying ... Gigabyte 990FXA-UD5 | AMD FX-8350 | MSI HD7970 TFOC-BE | 8GB Corsair DDR-III 1866 | Win8.1 Pro 64-bit
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#5
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Good increase in frame-rate for me. Still some rubber-banding and stuttering over land but overall much better!
System specs:- Q9550@3.8 GTX480 4GB ram Windows 7 64 bit Bugs with new patch ( Patch 1.00.14072) 1. Strange AI/DM/FM behaviour - I was in a 3 plane tail chase, that is AI Spitfire, then AI ME109, then me in a Spitfire. I got off several good bursts into the 109 and eventually his engine and canopy area erupted in a large fireball. He continued to chase the AI spitfire whilst he was a fireball for at least 3 minutes without seemingly any performance loss or wanting to bail out of what must have been an inferno for the pilot! Eventually the tail fell off of the 109 and it spiralled downwards and crashed without the pilot bailing out! I need to add that whilst I was chasing this 109 and he was jinking to evade my gunfire his roll-rate was easily up there with an F-16 even at high speed! This is something I'd not noticed pre-patch and I feel that AI roll rates need to be adjusted. I'm also pretty concerned that several 109's let me blast them good and proper before deciding to take any evasive action. This was almost like a delayed reaction. This happens a lot (not only with the 109) and is one of the biggest immersion killers in the sim IMO. 2. In the fix list Luthier mentioned that planes hitting the sea/land after being shot down and not showing an explosion or splash on impact had been fixed. This is not the case. Certainly in padlock mode the planes still just disappear on impact without splash or explosion leaving a grey dot where they impact. I witnessed this several times during the above furball. To add to this, not only are there no explosions/splashes but the cockpit view actually disappears when enemy planes impact. Not sure if this is happening outside of padlock though. 3. Please fix the Anti-Aliasing/Anisotropic filtering. This beautiful sim deserves to be seen without jaggies and shimmering! Will add more to this! Last edited by ChocsAway; 04-16-2011 at 11:01 AM. |
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