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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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1920x1200 = 2.304.000 pixels in 1 GB VRAM Which mean that the appropriate capacity for 2 GB is : 2.304.000 x 2 = 4.608.000 pixels more or less. Your system exceeds this : 5760x1080 = 6.220.800 pixels Try lowering the resolution at 3760x1080, it should be in the margins to play the game maxed (4.060.800 pixels) and you will not notice the difference. Edit : And up a video, that Eyefinity setup is really cool Last edited by Buchon; 05-11-2011 at 01:45 AM. |
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#2
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Last edited by roadczar; 05-11-2011 at 02:50 AM. |
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#3
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#4
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Thats really weird, I can fly better with my card at 1920x1200 over there.
![]() Did you tried a single card in a single monitor ? |
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#5
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When will the rendering thread be offloaded on its own core as you promised earlier? This will double framerates and shut everyone up for a bit.
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#6
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When I think that I acquired my computer configuration with "Storm of War" in my mind and now they made me jump off those "Cliffs of Dover". ![]() What we have here is high end material. So 1C...do something to get this game going on our settings too not only on some low end steam powered computers....Fix it and don't get lost in day dreaming about future projects (eastern front !?)...Focus and come out with something working. Otherwise there won't be any future projects |
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#7
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Screenshots not working.
The full screen mode broke the default screenshot key [print screen], redefining the screenshot key in controls to F12 for example it will work again. Looks there a conflict between Windows and the game interface for this key. |
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#8
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#9
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Your calculations are a bit off, as the vram usage is not alone by the back and frontbuffers holding the image itself. (scaling with resolution), but also the textures, geometry date etc etc. Going from 1920x1200 to 5760x1080 doesn't take that much more framebuffersize: 1920(width)*1200(height)*24(bit-depth)/8(bit->byte)/1024(byte->kbyte)/1024(kbyte->mbyte)*3(one frontbuffer, 2backbuffers) = about 20 Mbytes for framebuffer usage. ('bout 13.5 mbytes for double buffering instead of triple buffering) 5760(width)*1080(height)*24(bit-depth)/8(bit->byte)/1024(byte->kbyte)/1024(kbyte->mbyte)*3(one frontbuffer, 2backbuffers) = about 54 Mbytes for framebuffer usage. ('bout 36 mbytes for double buffering instead of triple buffering) So its about 24 Megabytes more memory used for the framebuffers. Texture data doesnt change during this process (unless 1c scales the texture quality setting with resolution changes). Changing the texture quality settings ingame has a LOT more influence of vram capacity that the difference in the resolutions. But of course highres res means a lot more pixels to calculate, so processing power of the gpu could be the limiting factor here. |
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