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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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Great news, checking in from Vienna...so beautiful here, i will check back next week when i return. Thanks for the update, the frame rate increase is very exciting!
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#2
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You optimize the software to have better performance of course, but you do it through small fixes (in a complicated software as you say): you add/change code to handle hardware issue for example (a fix can be the one for the Ati cards, do you remember the Ubi movie's issue?). Still it's hardly possible to have a 100% increase of performance because it means that you really did a great mistake during the develpment. The graphic engine was clearly broken at the release, I've always stated that didn't need fixes, but a serious redesign... sadly I was right.
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![]() A whole generation of pilots learned to treasure the Spitfire for its delightful response to aerobatic manoeuvres and its handiness as a dogfighter. Iit is odd that they had continued to esteem these qualities over those of other fighters in spite of the fact that they were of only secondary importance tactically.Thus it is doubly ironic that the Spitfire’s reputation would habitually be established by reference to archaic, non-tactical criteria. Last edited by 6S.Manu; 03-25-2012 at 08:01 PM. |
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#3
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If they can optimize it and get twice the framerate, while keeping the same graphics qulity I would be surprised, (pleasantly, that is). There is so much more going on under the hood of this thing than Il2 1946. I'm amazed I can run it at the framerates I am getting right now. If it was not for the occasional stutter or slowdown during explosions and close up shooting of bombers, it be fine with me as is.
These developers clearly took on to much hay on their pitchfork when they first started the game. Looking forward to see it all come into fruition. |
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#4
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and, I've started learning programming by learning assembly for the Z80 microprocessor in 1985. I've also graduated and IT University in 2002. We're in 2012, so, it's around 25 years.. give or take and you? how long have you been programming? or working in game developing industry? and in which position? you're completely out of reason, and obviously don't have any kind of expertise in this field. you're just trolling! IL2CoD it is NOT the most complicated game out-there. Or the one having the best graphics engine, or renderer. This 100% performance increase (and assuming it's measured on the same hardware.. but otherwise it would have been misleading to advertise it as so) can only come from actually coding a render engine in a proper way, which implies that the previous render was coded in an amateurish way. You can not call "optimization" a render engine 100% performance increase rewrite, but.. bug-fixing! Last edited by adonys; 03-26-2012 at 04:17 PM. |
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#5
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Do you mean only graphics engine or modelling of technical details as well? I do not play all the games on the market and can not say for sure but I have not seen more complex games in terms of technical modelling like different cooling, braking or fuel systems for different planes, various instruments and controls operations, damage effects on systems of each different plane, etc., etc.
E.g. ArmA is a complex game and has a lot of different equipment but IMO it does not go into this much details that means it is less complicated to me. MS FS may be more complicated in some areas but it does not do damage modelling. DCS is very advanced but it does not deal with different systems of different aircraft - only one per release. Could you name games which are more complicated in technical detail, please, if you mean this kind of complexity? I think technical complexity can course bugs and performance bottle-necks when so many pieces are put together, especially if the team is small and many developers were replaced during development period. Of cause there could be better development or management practices in other countries but they make development too expensive for flight sim market. Otherwise WWII flightsims would be developed in EU, USA, etc. No one does it for a reason - there is not enough financing to make a good successful product. Let's hope 1C does not quit soon. Quote:
Last edited by Ataros; 03-26-2012 at 05:19 PM. |
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#6
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Yes, I'd like to hear your idea of a more complicated game too. I really don't think there is one out there. All the FPS games are no where near as complicated under the hood. On top of the incredible internal and external object models there's the flight model, ground physics model, damage model, systems model, ballistics model, atmospheric model including lighting (to be expanded when resources allow) and incredible landscape detail over a huge area. The way the sun rises and sets, even the stars at night are correct. The attention to detail in CloD can be easy to overlook but should not be ignored. Modern shooters like Battlefield have nice looking figures running around a very detailed environment but the code behind the scenes is still far simpler than what CloD is trying to achieve and the maps are tiny in comparison. |
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#7
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I never said that it was the MOST complicated, nor did I say that it has the best graphics engine. I said that "complicated software is never optimized at release." The logic in that statement is solid. I've been employed as a programmer since 1986. You probably should not use logical fallacies when you are criticizing someone else's logic. |
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#8
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- TESV: Skyrim - Mafia II Are those enough? or you want more? Also, both games have HUGE worlds. With hundreds or even thousands of actors (AIs) and objects. Both of above games have also complex game subsystems. |
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#9
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#10
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To me it means "Make the best or most effective use of a resource". That means the code should be as efficient as is possible. I have no idea why you think that either of those games were as efficient as possible at release, but I would bet that you're wrong. We find ways to make code more efficient all the time. |
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