Hello. I didn't want to litter the first impressions thread with what I think is a bug report but I don't see any dedicated bug thread. So, here it comes.
First, I'm truly enchanted by what you guys did with night-time missions. Thank you one more time. Hopefully, you're hunting bugs already, so please note that I always have the same flickering effect when some oblique searchlight goes out of sight. Probably, words are not enough, so here's a short vid:
Interesting. I've tinkered with ray tracing and visibility a little and my little pea-brain can't come up with any consistent factor or factors that would cause that! Glad that it seems to be a relatively minor issue...
Box: Win7 Pro 64 bit / I72600K @4.1 GHz / EVGA GTX1080Ti/ 16GB RAM / Corsair 240 GB SSD / WD 600 GB Velociraptor / 1050W Power FS Stuff: Saitek X52 Pro Stick/Throttle & Combat Rudder Pedals, TrackIR 5 Sims: FSX Gold, REX 2.0 OD, UTX-NA, FSGenesis 10m mesh/ CFS3 ETO 1.40/Wings Over Flanders Fields BH&H2 (more gorgeous than ever!) Proud BOC inductee 4/30/12!
Hello. I didn't want to litter the first impressions thread with what I think is a bug report but I don't see any dedicated bug thread. So, here it comes.
First, I'm truly enchanted by what you guys did with night-time missions. Thank you one more time. Hopefully, you're hunting bugs already, so please note that I always have the same flickering effect when some oblique searchlight goes out of sight. Probably, words are not enough, so here's a short vid:
Hope this helps
Like anything in life it can be improved but its due to a factor of 'screen culling' - because the base object is out of view the light beam is removed.
We are aware of it and no its not top of the list by anymeans.
Well, no, it isn't perfect but this is most mighty darn good, and a huge jump in realism and immersion!
Yep, somewhere in the code the decision has to be made as to what's in the scene and what isn't; threshold issues are often a pain in the Patooty, especially since digital logic can only lead to "on" or "off". Do we have a smiley holding sign saying "This ain't analog computing!" no matter how smooth you've made it look!
I think the general consensus is that you've created a masterpiece; we're just picking the fly crap out of the pepper!
I have to agree... I read this and fell out of my chair. As with any game, and they all do it, there are things what simply have to be accepted because of constraints of the program, codes, dll's.. whatever.
I for one love the lights, and the effect they give. Every game I've ever played has issues that you just have to write off to it being a computer game/sim. The flickering search lights is one of them.
Waaaayyyy low on the list Winder.. in fact, do it after you and the boys take a long needed rest after producing such cosmic masterpiece as this!
All the best,
OvS
The Black Baron of Boistrancourt returns!!
I'd rather die fighting, than live for nothing. - Gen. G.S. Patton
Well, I think Rover_27 is just trying to be helpful - we're all agreed that 2.0 has raised the bar to Olympian heights. And at that, working with absolutely ancient core code (CFS3)! That's a wonder in itself.
I noticed he seemed to be using a TrackIR; with your head position changing just slightly, I can imagine effects like this - as a matter of fact, I'm kinda surprised there aren't more of them. Kudos to the team! The complexity all of this must be a real head-spinner at times!
Box: Win7 Pro 64 bit / I72600K @4.1 GHz / EVGA GTX1080Ti/ 16GB RAM / Corsair 240 GB SSD / WD 600 GB Velociraptor / 1050W Power FS Stuff: Saitek X52 Pro Stick/Throttle & Combat Rudder Pedals, TrackIR 5 Sims: FSX Gold, REX 2.0 OD, UTX-NA, FSGenesis 10m mesh/ CFS3 ETO 1.40/Wings Over Flanders Fields BH&H2 (more gorgeous than ever!) Proud BOC inductee 4/30/12!
yeah Humandrome without some cool work from AnKor, RexH, WM and all - what you see would not work half as well.
Cloud shadows use some clever techniques for example when not in view etc but it's very difficult to make all things off screen continue to affect the world you see on the screen at all times with no penalties.
Cloud shadows use some clever techniques for example when not in view etc but it's very difficult to make all things off screen continue to affect the world you see on the screen at all times with no penalties.
Culling is present in even big name games like skyrim, BF4, etc. and usually not worth the effort to reduce.
Well we all know that no engine is perfect. WOFF has clouds and searchlights that occasionally flicker in and out. RoF has 2d tree sprites that you can actually watch rotate as you fly past them. On an individual tree it might not be so noticeable but when you fly past a forest and every tree rotates the same exact way at the same speed, it definitely catches your attention. But that's just the current state of the technology in use. Definitely looking forward to whatever OBD has planned for us next.
Hello. I didn't want to litter the first impressions thread with what I think is a bug report but I don't see any dedicated bug thread. So, here it comes.
First, I'm truly enchanted by what you guys did with night-time missions. Thank you one more time. Hopefully, you're hunting bugs already, so please note that I always have the same flickering effect when some oblique searchlight goes out of sight. Probably, words are not enough, so here's a short vid:
Hope this helps
Rover, that's not flickering. They're signalling you!