#3337286 - 07/08/11 04:08 AM
Re: Well...we said it would be a problem.
[Re: EagleEye[GER]]
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Joined: Aug 2007
Posts: 69
Phantom_Mark
Junior Member
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Junior Member
Joined: Aug 2007
Posts: 69
UK
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Sure I appreciate the mechanics of it all, and adding hit boxes to the trees is definitely not the way forward performance wise, simply categorising and setting a material flag as collidable (AI aside) is purely one of the most simple tasks going, I speak with 13 software titles to my credit, unless there really is some other issue which is being missed ??
Power is nothing without control
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#3337358 - 07/08/11 06:38 AM
Re: Well...we said it would be a problem.
[Re: BKHZ_Furbs]
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Joined: Apr 2005
Posts: 2,818
BKHZ_Furbs
Senior Member
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Joined: Apr 2005
Posts: 2,818
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Something doesn't quite feel right about the trees to me, though if its just CPU cycles then they should of optimized the sim better, its still not working across all the cores correctly. To me it seems the speed tree is not showing the same trees on everyone's screen not matter what the detail level, its rendering them in different places, so they cant have a hit box.(this is just a hunch). I take anything Luthier says with a pinch of salt now after he said "trust me on this" about the Spitgirl stuff.  Anyway...lets see what Friday brings.
Last edited by BKHZ_Furbs; 07/08/11 06:53 AM.
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#3337463 - 07/08/11 12:34 PM
Re: Well...we said it would be a problem.
[Re: BKHZ_Furbs]
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Joined: Sep 2006
Posts: 1,130
EagleEye[GER]
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Member
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Germany
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You (must) have a much greater view distance in flight sims then in all other games. I think the main problem is, what Luthier wrote, that they have to use a trick to place so many trees in a frame. That means for me, they could not "easily" apply these hit boxes without the performance hit. No flight sim (AFAIK), except CoD, is using SpeedTree for a reason...
Last edited by EagleEye[GER]; 07/08/11 12:38 PM.
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#3337490 - 07/08/11 01:26 PM
Re: Well...we said it would be a problem.
[Re: BKHZ_Furbs]
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Joined: Apr 2005
Posts: 2,818
BKHZ_Furbs
Senior Member
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Senior Member
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Well...i dont know about you Bisher, but i would take 10% of them trees if they made it look like this...  By furbs9999 at 2011-07-08 and made the trees crash-able(?)lol
Last edited by BKHZ_Furbs; 07/08/11 02:05 PM.
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#3337671 - 07/08/11 06:26 PM
Re: Well...we said it would be a problem.
[Re: bisher]
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Joined: Jun 2004
Posts: 811
commorange
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Member
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Troy, OH
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I agree Furbs, totally agree. gwalch if you crash land onto the landscape your aircraft will break up, but not so with the trees, so you'd make it through the trees fine, but the land beneath would ruin your day. Sure but there are players that are good at flying through the trees without hitting the ground beneath because to them its a "tactic" . If you could not crash into the ground it would mean you could actually "fly under the map" and emerge on the other side of the map to evade your pursuers. And there was a flight sim in the past where you could do that online. I wont give the name of it, but it used to be very popular.
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#3337867 - 07/08/11 11:01 PM
Re: Well...we said it would be a problem.
[Re: EagleEye[GER]]
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Joined: Nov 2001
Posts: 3,214
Avimimus
Two-speed Five-Blade Fan
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Two-speed Five-Blade Fan
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Posts: 3,214
Canada
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]You (must) have a much greater view distance in flight sims then in all other games. I think the main problem is, what Luthier wrote, that they have to use a trick to place so many trees in a frame. That means for me, they could not "easily" apply these hit boxes without the performance hit. No flight sim (AFAIK), except CoD, is using SpeedTree for a reason... In DCS they tried, and then abandoned, speed tree - and they still don't have collidable trees. In RoF they use speed tree, and the trees are collidable - but there are less of them (and less activity generally). So...
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