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#3338901 - 07/10/11 02:48 PM Re: Well...we said it would be a problem. *** [Re: BKHZ_Furbs]  
Joined: Apr 2005
Posts: 2,818
BKHZ_Furbs Offline
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BKHZ_Furbs  Offline
Senior Member

Joined: Apr 2005
Posts: 2,818
75% less trees, better placed and collideable.

Edit-75% not 25% doh.

Last edited by BKHZ_Furbs; 07/10/11 03:11 PM.
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#3339287 - 07/11/11 02:40 AM Re: Well...we said it would be a problem. [Re: BKHZ_Furbs]  
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Ajay Offline
Ajay  Offline

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Posts: 19,381
Brisbane OZ
75 % less ? Man Europe would be the North African desert. smile 25% less might work but 75 would be overkill.

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#3339729 - 07/11/11 06:48 PM Re: Well...we said it would be a problem. [Re: Avimimus]  
Joined: Sep 2006
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EagleEye[GER] Offline
EagleEye[GER]  Offline

Joined: Sep 2006
Posts: 1,130
Originally Posted By: Avimimus
Originally Posted By: EagleEye[GER
]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).

I know they tried ST in DCS. They abandoned it because of performance issues.
From, where do you have this information? RoF doesn`t use SpeedTree. There is no copyright information about nor is a SpeedTree *.dll in RoF folders.

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