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#2727213 - 05/18/09 03:26 PM Re: Some development updates for 2.10. [Re: Buddye1]
Bader Offline
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Registered: 01/22/01
Posts: 13862
Loc: Bletchingley, Surrey, UK
Glad you like the shots, gentlemen. I have quite a few now smile

So the good new is that the High res landscape textures in themselves seem to have minimal framerate impact, if you have a reasonable gfx card. What eats CPU resources, however, is the number of objects you have on-screen. A busy area can have 10,000+ and this is a genuine challenge. So there are some tricks we can play here, but that's what we're fiddling with right now.

It's all iterative, this stuff. As PCs become more powerful and we learn the bottlenecks we can push things forward.

I suspect that some areas will be densely populated with objects for 2.10 but most won't as the objects are very carefully mated to the underlying textures so a random scattering would just not work at all.
Autogen forests will be universal though. You can tune density to your PC.
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#2728150 - 05/20/09 01:31 AM Re: Some development updates for 2.10. [Re: Bader]
tomas Offline
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Registered: 10/22/01
Posts: 119
Loc: Liberec, Czech Republic
Unbelievable work! I recetly played BOB2 2.09 little more and i had great time - i felt like hero in Darkblue world film beercheers Only things that still bugging me (i think for years, as i remeber it weas in original and in BDG too) was view starts uncontolable shaking when in cockpit after for example after i got heavily damaged and lost half a wings or in stall spin. Also padlock shake a lot. There is chance please that it gets fixed. I know i was asked to register on A2A site and ask for posibilities but i runs out of time in RL so i had no chance. I fixed that uncontrolable shaking in EECH code by placing "limiters" and "dampers" to head movements. In EECH head movements was directly connected to FM accelerometers and it make same uncontrolable shaking when FM produces crazy accelerometers values in some situations, similar to BOB2 ones wjen in spin or heavily damaged or in padlock. Padlock probably needs more revisiting to be usable ok. I want to get more free time beside RL to get time to register on A2A and ask fo rposibilities to help with this if there is chance for me. This sim deserves to be perfect. BTW any plans to fix shaders water? I mean its moving waves as now it is static and from time to time it "jumps" more like hick and non finctional or bugged dials in some cockpits? Because of this i fly mostly with old bitmap animated water. Finaly want to thank you for great work. Cant wait for 2.10.

Ataribaby

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#2728605 - 05/20/09 01:54 PM Re: Some development updates for 2.10. [Re: tomas]
killdevil Offline
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Registered: 12/01/02
Posts: 1364
Loc: North Carolina
Can you write HLSL shaders Ataribaby?
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#2728927 - 05/21/09 12:33 AM Re: Some development updates for 2.10. [Re: killdevil]
PV1 Offline
sometime mudslinger
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Registered: 08/11/02
Posts: 938
Loc: Ladner, Wet Coast, Canada
Yes, I'm very keen on improving the water as well, and have a few ideas, but I don't code, frown and the manpower we have who do is always overcommitted, usually by a factor of 3.

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#2729023 - 05/21/09 05:47 AM Re: Some development updates for 2.10. [Re: killdevil]
tomas Offline
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Registered: 10/22/01
Posts: 119
Loc: Liberec, Czech Republic
Sad i cant. I am not D3D programmer. Nothing from my knowledge frown

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#2729633 - 05/22/09 02:11 AM Re: Some development updates for 2.10. [Re: tomas]
PV1 Offline
sometime mudslinger
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Registered: 08/11/02
Posts: 938
Loc: Ladner, Wet Coast, Canada
I think there are a few things which could be done without too much knowledge of the details of D3D; for instance, the waves are far too large in scale - at 200ft it looks like you're skimming the surface. Jammer told me that the waves are derived from a pattern called NormalMap.dds which is "generated procedurally" during runtime, and held as a temp file. It ought to be relatively easy to locate how this file is generated and tweak the parameters which control the way the file is constructed, in fact he suggested they should be easy to externalize. Besides changing the scale, I would love to get hooks into the process to vary the wave height according to surface wind. Animation might be a much larger challenge, but perhaps not, we'd just have to see how it impacted framerate.

The currently externalized file which contains script which has some effect on the waves is \weather\water.fx, you could look at it and see if it makes any sense to you, but from what I understand, without access to NormalMap.dds there's not much that can be tweaked.

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#2737130 - 06/04/09 08:32 AM Re: Some development updates for 2.10. [Re: PV1]
HeinKill Offline
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Registered: 05/25/06
Posts: 487
Bader, this is beautiful stuff.

Can't wait to strafe a few British bobbies in my Emil...

wink
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#2737489 - 06/04/09 07:33 PM Re: Some development updates for 2.10. [Re: Buddye1]
Harry-the-Ruskie Offline
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Registered: 03/09/02
Posts: 5806
Loc: Malaysia
Love your work.

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#2750701 - 06/26/09 07:39 AM Re: Some development updates for 2.10. [Re: Buddye1]
Old Dux Offline
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Registered: 01/02/01
Posts: 2269
Loc: Derbyshire, England
Super work - as usual, but do we really have to have that quadruple flak? eek wink
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#2750798 - 06/26/09 09:46 AM Re: Some development updates for 2.10. [Re: Old Dux]
Buddye1 Offline
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Registered: 01/14/03
Posts: 1755
Loc: South East,Texas,USA
Originally Posted By: Old Dux
Super work - as usual, but do we really have to have that quadruple flak? eek wink


Do you have the following set in your Bdg.txt?

Increase_Flak_and_AAA_Rate_Of_Fire=OFF
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