Jump to content

Ala12Rv-watermanpc

Members
  • Posts

    2428
  • Joined

  • Last visited

  • Days Won

    9

Everything posted by Ala12Rv-watermanpc

  1. same! upload is much faster
  2. download speed is awful
  3. As far as I can tell I didnt notice anything inside the cockpit or outside...not any higher gpu usege either. You are welcome mate!
  4. Yeah, same here...it does nothing :(
  5. Definitely, HBAO would be better, of course, but the performance penalty is bigger, thats why I said SSAO...probably the best solution with the best ratio quality/performance.
  6. It will react to light intensity, but no, it will never react to light direction or to changes in object placement which would lead to changes in the own "shape" of the occluded effect. It is not possible to use this pre baked ao for moving objects because being a static (texture) effect it wont make sense. This ao method is kind of an ancient workarround and extremely limited...ssao would be a massive improvement over it.
  7. Yes, I already mentioned it several times in this thread...however that is nowhere near as good, accurate nor useful as actual real time AO, not to mention that pre-baked AO is a static effect that wont change properly or dynamically according to light changes so it is not possible to make it work for objects that move over the terrain for instance. Also only updated models have pre-baked AO textures, and is quite unlikely every single object (and terrain) will ever get a unique AO channel for it so, pretty much useless and definitely NOT the way to go in the future.
  8. Yeah, there is a SSAO entry in the options lua...thanks, will check it out :thumbup:
  9. Are you sure you meant SSAO? I just cant find it, but there is a SSAA transparent AA, maybe you are confused?...could you point where it is please?
  10. RTX "fake"???:shocking:...ray tracing is, in fact, the best and the only way to do, with a high degree of accuracy, indirect lighting based on the real light physical behavior (actual displacement of the photons) instead of using rasterization. It is based on the way the best ray tracing and G.I rendering engines work for CGI and advanced visual solutions so not sure why you think it is "fake",unless you meant it is not "reality" :dunno: ...and even less why you say it looks "bad" :huh:...AO would be a great compromise between performance, ease of implementation and visual fidelity, period. And cant believe you think that it wont make much of a difference because outside you only have the sun light (which actually generates LOTS of indirect bounces due to its power)...it would actually make a H U G E difference in pretty much EVERYTHING in the world, from the mountains, valleys, buildings, trees, objects in general, planes, smoke, COCKPITS!, etc. It is not only about "shadows" but the indirect shadowing which at the moment is completely missing (unless based on textures) making things look awfully flat and dull compared with today's (and past) standards in gaming industry...you think it wont make much of a difference?, take a look at this small example (it would make a bigger difference in the terrain at any time, for instance at noon which now is the time of the day looking worse due to the lack of any proper AO): here it is even clearer: All that darkness over the belly of the plane and in the ground due to the bounces of the light is missing, and the one that might be there is because is pre-baked into the red channel of the roughmets. This makes the objects being on the ground to look kind of "floating" over it, instead of properly "close" or touching it, definitely being there, because there is no any kind of interaction between them in terms of lighting. I think AO would make a great improvement at it's performance penalty. And that affects EVERYTHING...imagine how much better the cockpits would look with the strong sun light entering in so many different ways and having such hollow places...if it werent because of the AO prebaked channel they would look really bad, now imagine a much better solution (that in fact doesnt require further work from the devs) which on top of that works dinamically...yeah, HUGE improvement. Imagine the cities and objects placed on the ground: RTX computing would require RTX hardware (if looking for using it in a realistic way, otherwise you would have a nice slideshow) so for the moment I think a simple SSAO technique would suffice...about reflections, Screen Space reflections are not that resources hungry and look amazing (if well implemented) so some nice and detailed glass SSR in the canopy/instruments, planes, etc. would be perfectly doable...textured reflections are a crime, yeah!.
  11. Well, a full global illumination calculation would be amazing but sadly that wouldnt be feasible from a computational performance point of view, thats why AO was invented as an aproximation to how indirect light would behave...so imho, having AO is waaaaay better than not having anything to represent indirect light dont you think?, also it shouldnt be too hard to implement. When RTX become a reality in terms of GPU power then a real ray tracing indirect lighting will be possible in DCS, meanwhile we should stick with AO. Will take a look, thanks!
  12. This has been a visual effect I have missed so much in dcs. I think it would greatly improve the graphics of the world, but it would also make spotting ground units so much better and easier as they would create an undirect shadowing arround them making them look properly placed over the ground. This is a quite old graphic feature now that most modern (and most old too) games have nowadays and I think it should be added in dcs so badly...it is 2020 and getting rid of the faked occlusion maps would be a HUGE improvement. About performance, it can easily be included as an option in the settings menu, in case someone doesnt want it. With all the new lighting improvements I think there is nothing better than ambient occlusion in terms of lighting realism, and dcs is lacking it at the moment. Thanks.
  13. Hopefully some info/images of that new lighting improvements as there is pretty much nothing about it.
  14. A decent physics modelling would be nice for 2020, but after about a year nothing has been said so I guess it is not happening anytime soon.
  15. yeah, I guess you used the track to make the video right?, so if possible, I would love to get that track so I can learn what you did and can also watch it from different perspectives :thumbup: thanks!
  16. this, I wish the hornet would get this level of wing flex and flutter too...:cry:
  17. Updated the mod to the v2.0, as always, hope you enjoy it!! thanks!
  18. Nice video! Any chance you could upload the track file so we can watch it in game?. Thanks and great flying!
  19. According to the patch notes : "Fixed HUD TDC axis control logic error"... For me it is still not working properly...it works fine with keys.
  20. Dont get me wrong guys, but the post was mean to be related to FM improvements and the ground effect inverse behaviour...the g overlimit is a different thing...
  21. Yes, the wdm7 is set as soi when doing the bomb run, you can check it in the track...it feels like the computer is not recognizing the designated target point even though it is correctly designated and visible in the hud unless it is in point track (boxed)...would love to have some answer from the devs...
  22. It works fine for me...take a look at controls setup, maybe trackir axis are wrong/deleted for the jf17
  23. Yes, I keep pressing until the little box fully descend below fpm over the asl...no bomb drop... I think the problem is the lack of a boxed target...but again, this should not happen afaik as soon as I have a target designation on the ground there shouldnt be a need for a point track...maybe it is a bug??
  24. So, is the patch planned for today? We need some jf17 updates!
×
×
  • Create New...