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Author Topic: Test WIP maps 4096 pix  (Read 17788 times)

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carsmaster

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Test WIP maps 4096 pix
« on: July 21, 2013, 02:53:33 PM »

The test WIP maps 4096 pix

Computer configuration:
1 . P5ND motherboard
2 . E8400 processor
3 . Videocard Palit GTX 460

Game was started in rezolution 1920?1440 pix

Video FRAPS capture in  half rezolution

Without Fraps FPS more than 100 frames

With Fraps FPS 48....50

Fraps takes away Many resources.

While 3 textures of 4096x4096 pixels are used.
Textures will be added still.

It is used texture 4096 pixels for trees.

Used BumpH files dimension 8192x8192  pixels

Short video:


Original video in rezolution 960x720 in 7zip:
https://www.mediafire.com/?zimb57a38frr7lg
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SAS~Bombsaway

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Re: Test WIP maps 4096 pix
« Reply #1 on: July 21, 2013, 02:56:42 PM »

Looks beautifull. I cant wait to try it. :)
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carsmaster

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Re: Test WIP maps 4096 pix
« Reply #2 on: July 21, 2013, 03:04:14 PM »

Looks beautifull. I cant wait to try it. :)

DLL exists in the PRE !!!-alpha version. :(

This maps was created for the tests DLL.
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BravoFxTrt

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Re: Test WIP maps 4096 pix
« Reply #3 on: July 21, 2013, 03:21:48 PM »

Awesome Carsmaster.
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David Prosser

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Re: Test WIP maps 4096 pix
« Reply #4 on: July 22, 2013, 08:54:11 PM »

Cool map carsmaster.


cheers

David Prosser

PlaneEater

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Re: Test WIP maps 4096 pix
« Reply #5 on: July 22, 2013, 09:45:30 PM »

This, plus phasing out the 2D sprite-stack forests and replacing them with custom tree groups, could get us in range of near-CLoD visuals...
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farang65

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Re: Test WIP maps 4096 pix
« Reply #6 on: July 23, 2013, 01:43:45 AM »

Gees Carmaster talk about leaps and bounds regarding map textures  ;D :D ;)

I'm still trying to get my head out of the sand for 2048 textures   :o :-[

More awesomeness for the game though    8) :)

(1024 textures they are a plenty)

Very cool though Carmaster  :D ;)
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gianluca

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Re: Test WIP maps 4096 pix
« Reply #7 on: July 23, 2013, 02:24:50 AM »

It looks beautiful indeed Carsmasters: congratulations!
If only could be found a way (as it was in CFS3) to let the trees not disappear/appear from a certain distance....
This is no critics for your work of course, just a personal thought and general regret about il2 engine and with this astonishing resolution is even more regrettable!

Best regards,

Gianluca
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Whiskey_Sierra_972

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Re: Test WIP maps 4096 pix
« Reply #8 on: July 23, 2013, 02:38:17 AM »

With GurnerFX there is the possibility to have some effects that disappear at 30 kilometers but this give excessive fps losses....actually IIRC the disappearing distance is at 10 kilometers....maybe a 15 to 20 range can be a good compromize....
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gianluca

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Re: Test WIP maps 4096 pix
« Reply #9 on: July 23, 2013, 03:27:17 AM »

Hi Walter, I know this but for me (please carsmasters excuse me if we are going off topic but I promise this is my last post!) one of the worst immersion kiling factors are indeed the disappearing trees, then the building and effects as last: apart flying over desert you have the first two always there and this makes the biggest difference between il2 and let say FSX or the old (play it no more) CFS3...
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SAS~Tom2

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Re: Test WIP maps 4096 pix
« Reply #10 on: July 23, 2013, 10:42:17 AM »

That a.o. is why my ego likes barren landscapes such as Lapland and deserts in IL-2 and prefers to fly low around cities.
I find cyberolas Crimea is a very pleasing map also even with those limitations. +Many trees as per tree.tga files. :)

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magot

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Re: Test WIP maps 4096 pix
« Reply #11 on: July 29, 2013, 11:54:42 AM »

... plus phasing out the 2D sprite-stack forests and replacing them with custom tree groups, could get us in range of near-CLoD visuals...
this is are horrible things in IL2, plus angular road and rails  ;)
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