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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.

View Poll Results: Do you want the ambient light reflection effect back?
Yes, it looks good 101 86.32%
No, it does not look good 3 2.56%
I didn't know it ever existed 13 11.11%
Voters: 117. You may not vote on this poll

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  #1  
Old 09-09-2011, 12:49 PM
Sneaksie Sneaksie is offline
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I think the effect will return if you turn SSAO on.
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  #2  
Old 09-09-2011, 12:51 PM
Ze-Jamz Ze-Jamz is offline
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Quote:
Originally Posted by Sneaksie View Post
I think the effect will return if you turn SSAO on.
Mine is ON
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  #3  
Old 09-09-2011, 01:39 PM
Strike Strike is offline
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Has nothing to do with SSAO if I understand it correctly. SSAO is what adds shadow to the corners and stuff (look around where the radiators meet the underside of the wings of 110 or spit or 109, you'll see a gray'ish shadow in there. That's SSAO.


Example from Half-Life 2, look behind the phone stand. That shadow is created and calculated from SSAO.


The ambient light reflection glossiness thingy should indeed be an option since a few people here chose "no". I liked it a lot and have not noticed any particular increase/decrease in stutters/FPS since that was removed, I only noticed improvements in FPS after the huge terrain generating patch and turning down buildings detail
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  #4  
Old 09-09-2011, 04:22 PM
Les Les is offline
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Quote:
Originally Posted by Strike View Post
Has nothing to do with SSAO if I understand it correctly. SSAO is what adds shadow to the corners and stuff...
That was my understanding too.

I was under the impression though that SSAO becoming optional happened about the same time the reflections disappeared, so they might be related in that way, with both being removed to optimize the frame-rates, but only the more obvious and easier one to make a switch for being made optional. Just guessing though, it could have been broken by something else they adjusted for all I know.
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  #5  
Old 09-09-2011, 07:19 PM
Cobra8472 Cobra8472 is offline
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I'm going to help you all and tell you the proper term for the lighting technique you're describing:

Fresnel Lighting, or alternatively, a simpler way to say it is usally "Rim Lighting".

Here's an example of it being used in a different application:

http://members.iinet.net.au/~nexx/stuff/smg_unreal2.jpg

So, to reiterate;

this is not SSAO, not normal maps, not anything but a simple fresnel shader.
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  #6  
Old 09-09-2011, 09:50 PM
Stefem Stefem is offline
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Quote:
Originally Posted by Topo View Post
I did not vote, because i'm waiting for the new graphics engine, and if there is an improvement in FPS agree to the return of this effect.
But only if it is allowed by an improvement in FPS.

Saluti
It was not disabled for performance reasons, it was because it affect the whole plane including exhaust manifold, fabric covered parts, etc.
Need to be reworked first
Quote:
Originally Posted by Cobra8472 View Post
I'm going to help you all and tell you the proper term for the lighting technique you're describing:
Fresnel Lighting, or alternatively, a simpler way to say it is usally "Rim Lighting".
Here's an example of it being used in a different application:

http://members.iinet.net.au/~nexx/stuff/smg_unreal2.jpg

So, to reiterate;
this is not SSAO, not normal maps, not anything but a simple fresnel shader.
Yea, it's a "simple" shader, they need to rework all the aircraft models so it can be applied only on certain parts, it shouldn't be too hard but devs are quite busy now
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  #7  
Old 09-09-2011, 11:28 PM
Cobra8472 Cobra8472 is offline
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Quote:
Originally Posted by Stefem View Post
It was not disabled for performance reasons, it was because it affect the whole plane including exhaust manifold, fabric covered parts, etc.
Need to be reworked first

Yea, it's a "simple" shader, they need to rework all the aircraft models so it can be applied only on certain parts, it shouldn't be too hard but devs are quite busy now
While you can control the fresnel lighting via a specular mask (i.e. kind of like controlling specular shine), you CANNOT control the amount of fresnel based on any complex environment detail, or based on the actual specific angle/part conjuction of the aircraft.

You can for example feed the averaged colour of the atmoshpere scattering to the fresnel shader (like making it more orange-pinkish at dusk), further increasing the usefulness of the shader, but not much more than that really.

EDIT: Also to keep in mind, stuff like using specular maps to mask Fresnel lighting becomes -really- costly in the end in terms of performance.
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