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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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  #441  
Old 05-11-2011, 02:30 AM
roadczar roadczar is offline
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Now famous stuttering @ 2400 x 600

  #442  
Old 05-11-2011, 02:49 AM
Buchon Buchon is offline
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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 ?
  #443  
Old 05-12-2011, 12:08 AM
ARGH ARGH is offline
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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.
  #444  
Old 05-12-2011, 03:07 AM
Eckhart Eckhart is offline
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Quote:
Originally Posted by roadczar View Post
Now famous stuttering @ 2400 x 600

I have exactly the same problem on a similar system.



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
  #445  
Old 05-12-2011, 03:34 AM
Buchon Buchon is offline
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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.
  #446  
Old 05-12-2011, 04:04 AM
roadczar roadczar is offline
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Quote:
Originally Posted by Eckhart View Post
I have exactly the same problem on a similar system.



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
At least a comment by 1C acknowledging the problem would be nice. The videos are getting views....
  #447  
Old 05-12-2011, 10:44 AM
JZG_Con JZG_Con is offline
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Quote:
Originally Posted by Blackrat View Post
Just had a total drop out of sound, first of all I had the annoying wheel noise in the air in a Spit. A mission message came up on the screen and my engine sound was all broken up. Wheel noise was perfect though. Then after a minute or so I lost all sound altogether.

Playing multiplayer, sound was auto detected in options.

Dedicated server the kill actor scripts no longer work along with a few other issues pointed out in this thread.
same happend to me in the server , no sound, the wheels churning away once up , i lowered them again and rised landing gear, to stop the noise but it didnt work , also lots of warping when on the six of enemy ..spit or 109..rolled back patch as i can see on the server..any ideas when new patch is due ...

Last edited by JZG_Con; 05-12-2011 at 10:56 AM.
  #448  
Old 05-12-2011, 10:57 AM
InsaneDruid InsaneDruid is offline
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Quote:
Originally Posted by Buchon View Post
With 1920x1200 you fill 1GB VRAM easily (game maxed but SSAO).

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

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.
  #449  
Old 05-12-2011, 06:39 PM
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klem klem is offline
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Quote:
Originally Posted by JZG_Con View Post
same happend to me in the server , no sound, the wheels churning away once up , i lowered them again and rised landing gear, to stop the noise but it didnt work , also lots of warping when on the six of enemy ..spit or 109..rolled back patch as i can see on the server..any ideas when new patch is due ...
For what its worth - and it doesn't make it right - I have discovered that when the sound dies I can get it back if I close TS3 then open it again. Possibly a coincidence but it has worked for me so far.

As for the rumbling wheels: take off, touch the wheels back on the ground and the rumble stops.

Just a couple of tricks until these are fixed.
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  #450  
Old 05-12-2011, 08:13 PM
Spike Spike is offline
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Give it some time,the first one was bad,until it was patched up.Ssssssshhhhh..
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