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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  
Old 05-10-2012, 11:06 PM
Trespa Trespa is offline
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game patched freezes over channel
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  #2  
Old 05-11-2012, 12:03 AM
Insuber Insuber is offline
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All in all I have more CTD's than before.

Cheers!
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  #3  
Old 05-11-2012, 01:46 AM
III/JG53_Don III/JG53_Don is offline
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Before I had CTDs online after a while (most of you are familiar with that) and offline between missions, so that was no big deal for me.

Now I get clearly more CTDs, also offline during a mission when switching exterior views (maybe too fast? so the game cant handle the sudden amount? I dunno )
but the fps are also much more stable.
If the devs are able to crush all causes for CTDs, get the rest of the currently switched off graphics back, crush the current graphic bugs I am pretty happy with this patch
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Old 05-11-2012, 05:39 PM
=Kike= =Kike= is offline
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good performace with alfa patch (for me) with Hd5850 CFX, 8gb DDR2, X4 955 and sataII 7500rpm hard disk.
Now I have 59fps (edit : average on sea, not over ground. On London I have 40fps of average more of less)...no bad at 1920x1200 with high quality and AA 2x.

Last edited by =Kike=; 05-11-2012 at 06:00 PM.
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Old 05-11-2012, 07:05 PM
Oldschool61 Oldschool61 is offline
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Originally Posted by =Kike= View Post
good performace with alfa patch (for me) with Hd5850 CFX, 8gb DDR2, X4 955 and sataII 7500rpm hard disk.
Now I have 59fps (edit : average on sea, not over ground. On London I have 40fps of average more of less)...no bad at 1920x1200 with high quality and AA 2x.
Hows your fps with other planes in the immediate vicinity? My fps is good until other humans are nearby (i only fly online, no single player here) then it drops like a rock to near single digits. One minute 25-40+ fps then a couple planes enter the area and drop to 8-14 fps. This is much worse over ground at under 1K but becomes unplayable while others are close by.

I dont know why a few human controlled planes can cause such a drop in fps?
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  #6  
Old 05-11-2012, 07:07 PM
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SiThSpAwN SiThSpAwN is offline
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Hows your fps with other planes in the immediate vicinity? My fps is good until other humans are nearby (i only fly online, no single player here) then it drops like a rock to near single digits. One minute 25-40+ fps then a couple planes enter the area and drop to 8-14 fps. This is much worse over ground at under 1K but becomes unplayable while others are close by.

I dont know why a few human controlled planes can cause such a drop in fps?
What is your ping on the server where this happens?
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Old 05-11-2012, 10:21 PM
Oldschool61 Oldschool61 is offline
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What is your ping on the server where this happens?
Im in CHicago burbs so ping to the ATAG server is pretty good, I belive its in Chicago is it not?

I think its more a poor net code and graphics engine. My video card is much higher than a 5770 and should perform much better. A few planes shouldnt tank fps like this. A phenom II X4 3.2ghz is plenty for this sim. I have had to lower settings to low and medium to try and get a more stable fps over land when dogfighting. Havent had a chance to play yet, maybe tonight.
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Last edited by Oldschool61; 05-11-2012 at 10:28 PM.
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Old 05-11-2012, 08:32 PM
vranac vranac is offline
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Quote:
Originally Posted by Oldschool61 View Post
Hows your fps with other planes in the immediate vicinity? My fps is good until other humans are nearby (i only fly online, no single player here) then it drops like a rock to near single digits. One minute 25-40+ fps then a couple planes enter the area and drop to 8-14 fps. This is much worse over ground at under 1K but becomes unplayable while others are close by.

I dont know why a few human controlled planes can cause such a drop in fps?
I think that you experience that because of the slow processor.
On this video you can see similar situation that you described, recorded on unlocked phenom x4 B55(practically same as yours) and slower graphic card 5770.
Game settings was mid to high and processor is OC'ed at 3.5 GHz.
What I saw on some benchmarks(not mine) on every 500 MHz of speed you got gain of 7-8 frames in average and smother gameplay.
This was recorded before beta.

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Old 05-12-2012, 09:07 AM
Lurker_71 Lurker_71 is offline
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Quote:
Originally Posted by Oldschool61 View Post
... My fps is good until other humans are nearby (i only fly online, no single player here) then it drops like a rock to near single digits. One minute 25-40+ fps then a couple planes enter the area and drop to 8-14 fps. This is much worse over ground at under 1K but becomes unplayable while others are close by.

I dont know why a few human controlled planes can cause such a drop in fps?
That is exactly what my experience is with CoD online. Everthing's smooth as silk (FPS ~40-50) until a few human players come into vicinity, then FPS drops badly (Single digits). Strange enough, this is not the case offline. I have tested with more than a hundred AI ac in the air, and there was barely a slowdown.

Perhaps this is due to AI's being subject to extremely simplified physics (if any) and FM/DM compared to human players, which means a whole lot more data must be transmitted back and forth (bandwith) and processed client-side (CPU) when flying online against human players.

Anyhow, it detracts from the online experience. Hopefully the finalized patch will address this issue, among others.

Regards
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Old 05-12-2012, 10:31 AM
adonys adonys is offline
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Originally Posted by Lurker_71 View Post
That is exactly what my experience is with CoD online. Everthing's smooth as silk (FPS ~40-50) until a few human players come into vicinity, then FPS drops badly (Single digits). Strange enough, this is not the case offline. I have tested with more than a hundred AI ac in the air, and there was barely a slowdown.

Perhaps this is due to AI's being subject to extremely simplified physics (if any) and FM/DM compared to human players, which means a whole lot more data must be transmitted back and forth (bandwith) and processed client-side (CPU) when flying online against human players.
Each player's FM routines are computed on his own computer, and only the flight path data is transmitted to the server, which then broadcasts it to the other connected players.

What you experience is most probably because of the flight path interpolation routines, combined with the networking ones. I haven't tested the alpha/beta/gamma patch yet, but if this is the case, it is very bad. it means the renderer is waiting for the all the networking info of a game tick to arrive first, and only then renders the current frame, and that there are no flight interpolation/prediction routines to provide the renderer with predicted positions of player objects, in order to allow the rendering of an "approximate" frame without having to wait for the other nearby player's network updates.

To check if this is really the case, the FPS must vary with your network latency, and also with other nearby-player's network latency too (the worst one of the rendered players would establish the pace).

Also, it can be caused by nearby player-only rendered effects (for example, the engine exhausts, as it was the case in the months after the release).

To check if this is the case, drop down your effects settings in the game, and watch the online with nearby-players FPS.

Last edited by adonys; 05-12-2012 at 11:31 AM.
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