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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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  #41  
Old 09-06-2012, 04:05 PM
Matt255 Matt255 is offline
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Well, regarding that ROF screenshot, it definately doesn't represent highest quality settings. Looks like it's even set to low landscape (which you definately don't need to set, if you can run CloD...).

However, the terrain in ROF looks more generic and very flat at longer distances. Especially at the horizon it looks a little off. Worst thing however, are the trenches, roads, railroads etc. They just look sticked on top of the normal landscape (which they practically are) and make the engine look older than it is.

I prefer the CloD landscape, because it seems more unique and less generic, but it's still far from perfect. The colors still look funny and i could live with a bit less bump mapping. Also while the water looks very well from high altitude, it seriously suffers when you fly low. I think ROF has the edge (only at low altitude though), even without the new 3d water of the coming update.

As for the future looking bright etc., i don't think that's true for either ROF or CloD...
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  #42  
Old 09-06-2012, 06:36 PM
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furbs furbs is offline
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By furbs9999 at 2011-07-31


By furbs9999 at 2011-07-31

And not a landscape, but something else missing from CLOD...


By furbs9999 at 2011-07-31
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Furbs, Tree and Falstaff...The COD killers...

Last edited by furbs; 09-06-2012 at 06:39 PM.
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  #43  
Old 09-06-2012, 06:43 PM
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Beautiful SE5a pic it looks so crisp.
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  #44  
Old 09-06-2012, 06:56 PM
Cobra8472 Cobra8472 is offline
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Map size, while presenting a set of initial challenges, is not a large problem in this day and age.

Streaming, instancing, etc etc solves the performance issue completely.

The best clouds I have seen implemented in a current game are most likely the ones present in ArmA 3.

I believe they use a middleware which I cannot recall the name of now-- alas all cloud solutions based on real-world light scattering shader tech look quite alike.





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  #45  
Old 09-06-2012, 07:03 PM
kendo65 kendo65 is offline
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Quote:
Originally Posted by JG52Krupi View Post
How so, up close rof looks better but from the air the fields look very flat and washed out in rof while in cold the look 3D.
There is actually a way to increase the saturation setting in ROF which can improve things for those finding it too washed out.

You need to edit the startup.cfg file located in Rise of Flight / Data.

Change the saturation setting from the default of 0.75000 to whatever floats your boat (mine is currently at 0.81500).



Also, I'm no expert on this but the ROF manual says:

Shader Quality. This setting affects the appearance of certain graphical effects such as the appearance of the water, lighting and ground. You can choose from Low, Medium, High and Maximum. When you choose maximum the ground will have a special texture applied to it to look bumpy and this is called Parallax Mapping. Parallax mapping is triggered when you fly close to the ground

So is Parallax Mapping the same as Bump Mapping?
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Last edited by kendo65; 09-06-2012 at 07:54 PM.
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  #46  
Old 09-06-2012, 07:38 PM
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JG52Krupi JG52Krupi is offline
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This is parallax mapping..



Like I said ROF is nicer when close to the ground, above it I prefer cod.
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Its a glass half full/half empty scenario, we all know the problems, we all know what needs to be fixed it just some people focus on the water they have and some focus on the water that isnt there....
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  #47  
Old 09-06-2012, 07:38 PM
Cobra8472 Cobra8472 is offline
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Quote:
Originally Posted by kendo65 View Post
There is actually a way to increase the saturation setting in ROF which can improve things for those finding it too washed out.

You need to edit the startup.cfg file located in Rise of Flight / Data.

Change the saturation setting from the default of 0.75000 to whatever floats your boat (mine is currently at 0.81500).

Also, I'm no expert on this but the ROF manual says:

Shader Quality. This setting affects the appearance of certain graphical effects such as the appearance of the water, lighting and ground. You can choose from Low, Medium, High and Maximum. When you choose maximum the ground will have a special texture applied to it to look bumpy and this is called Parallax Mapping. Parallax mapping is triggered when you fly close to the ground

So is Parallax Mapping the same as Bump Mapping?
Parallax Mapping is a more advanced shader technique than bump mapping, but in laymans terms-- they serve the same purpose.

A proper parallax shader gives real feeling of depth, even if the render perspective is close to the surface, whereas normal/bump maps are lacking in this area. Parallax shaders are also these days expanded to tesselate and properly offset a surface:

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  #48  
Old 09-06-2012, 07:47 PM
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JG52Krupi JG52Krupi is offline
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At the end of the day both games look amazing, but RoF has more polish due to being out for longer.



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Quote:
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Its a glass half full/half empty scenario, we all know the problems, we all know what needs to be fixed it just some people focus on the water they have and some focus on the water that isnt there....
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  #49  
Old 09-06-2012, 07:53 PM
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This is what parrallax mapping looks like in RoF

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Quote:
Originally Posted by SiThSpAwN View Post
Its a glass half full/half empty scenario, we all know the problems, we all know what needs to be fixed it just some people focus on the water they have and some focus on the water that isnt there....
Gigabyte X58A-UD5 | Intel i7 930 | Corsair H70 | ATI 5970 | 6GB Kingston DDR3 | Intel 160GB G2 | Win 7 Ultimate 64 Bit |
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  #50  
Old 09-06-2012, 07:56 PM
Anders_And Anders_And is offline
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[QUOTE=Skoshi Tiger;458837][QUOTE=Bob_Marley;458836]Rise of flight has nice clouds.

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But they can't fix their trees!
Ill have the ROF trees any day over CLOD trees!!
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