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Posts posted by Ala12Rv-watermanpc
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Some real life examples:
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11 hours ago, bigalsunit said:
First screen looks awful in regards to the water and very unrealistic. 10knt is not much wind to see white caps.
First 2 screens about 20knt. the rest about 30knt. MUCH more realistic in visuals and wind impact on water. Anyway, white caps need a lot of work. They have a weird "pulsating" effect that make them almost dissapear at once instead of randomly each individual white cap. Also, they should be whiter and more visible overall but definitely water looks MUCH better than before. Also, a lot of work yet to be done, specially with the way the sun reflects into water, again, please, take a look here:
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Wrong thread, sorry.
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2 hours ago, Texac said:
I'm not a pilot either, but from what I heard this is even an effect in reality. It is more difficult to estimate your height above water in certain lightning conditions.
Thats true!. Even Mover talked about that iirc.
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6 hours ago, memoric said:
Actually, NOW it looks quite close to that picture:
Believe me, it looks much better than before. Just increase surface wind to have some more waves, it is miles ahead to what we had before.
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2 minutes ago, Canada_Moose said:
Again, all fine until you go under said cloud. Then your pupil will adjust to the lighting conditions in the shade. Right now flying under the cloud is like somebody switched off the lights. Its not like that in real life. I know.
Not my case, sorry. In monitor that situation is NOT taking place. Try increasing gamma.
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34 minutes ago, Danny_P said:
It's a problem with using photographs as reference. The human eye see such a large colour gamut and our brain is so amazing that it constantly builds upon the image we see with different exposures. The term 'photorealistic' is a bit of a trap, because really in DCS you want to replicate how the human eye works, not cameras. But then comes the other issue of how peoples monitors display the image produced. Most modern monitors will display +99% of sRGB and usually now +90% of D3, which means that graphics engineers have to find clever ways of displaying all the colour data without too much clamping of colours.
In addition to this, you can start adding auto exposure systems on the in-game camera/s but then you're constantly fighting bit's that'll blow out and then bits that are mega bright. You've got to remember in games like dcs, we have an entire day/night cycle with dynamic lighting and weather conditions. Unfortunately until monitors can display 32bit and encompass a colourspace like aces (or even better if we get there). Then we are always going to be compromising on this matter
Oh god no!! not another "pics are not like human eye"...of course the dynamic range of the light captured by the human eye is much higher than any camera can capture, but a correctly exposed picture (that looks close enough to what the human eye looked at a particular image) is absolutely fine and representative of how a human eye would see. Shadows below clouds ARE DARK!!. Changing this will f***k up the new visuals!
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6 minutes ago, Canada_Moose said:
Dont agree at all. In real life your pupils would adjust for the transition. In the game all that happens is that you cant see anything (at least not in VR anyway). If I adjust the gamma to correct for the shadowed terrain then the sunlit areas are totally washed out. Thats not realistic at all.
It might be an VR exclusive issue then. No problem at all in monitor.
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Imho, the darkness and transition between sun and cloud is spot on!. It gets REALLY dark under thick layers of clouds (even more under 3+ layers. Asking for touching this will lead to detriment 99% sure . It looks GREAT and realistic as it is now. If anything, there should be cloud shadowing over the water, which is now missing.
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1 hour ago, Skysurfer said:
Has anyone done some tests with SSAO? Haven't really felt a performance or even noticeable visual difference.
No pictures at the moment, but I can confirm it is working correctly just the effect is waaaayyyy too subtle. It should be much more evident (darker AND bigger radious).
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It has "texture" just not as huge as before. It looks MUCH better AND realistic than before. Many improvements needed yet though.
take a look here:
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Nice News letter!, like the new propellers tech too, very nice addition and the kind of thing that makes a difference in terms of inmersion and fidelity. Nice to see that we will be getting cumulonimbus too at some point!. Hoping for no more delays releasing 2.7.
Thanks!
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Looks like something is being done about this issue:
Definitely it needs a lot more of work but at least, seems like the size of the waves is getting some love. Hope the sun reflection and the glitter representation at high altitudes get it too.
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So, no Marianas, no Cyprus, no new flir simulation, no clouds interacting with sensors/AI, and 3 patch delays so far. Amazing stuff!! keep it up!!
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GREAT NEWS!. Guess "Q1" was a too sharp estimation for 2.7, but another week will, no doubt, grant for a bugs free release!.
Many, many, many, many thanks!
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and still no release date for 2.7?
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Even with 32gb ram you will suffer this. I have ssd, 32gb ram and 11gb vram and this has been like this since day 1 of clipmaps terrains.
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On 23/11/2020 at 3:10 AM, JAKAL said:
Hi, I don't know if this is a common problem, but I noticed after the last update that during the flight, viewing the map with F10 and then returning to the cockpit afterwards, there is a sharp drop in FPS. Only after a few seconds does the FPS increase again.
Thats because once you open f10 map, and then go back to the cockpit, everyrhing must be loadee again into ram. It will be worse depending on the amount of ram and vram you have. The less ram you have the worse (longer) the time needed to reload anf thus the lower the fps in the meantime.
Same will happen when you press f2 to jump into other planes view if these planes are far away from your "loaded" zone, it will need to load the scenery then.
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14 hours ago, Taz1004 said:
Syria may be heavy in content but Ugra did very good job optimizing textures. Syria vfsTextures is only 1.8GB compared to Caucasus 4GB. They don't have any 32bit normal maps or oversized bark textures like ED.
Thanks for the info, and for the great mod!!
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Great mod!! , would it be possible to do something like this for the Siria map?, specially the "low" version to gain some performance.
Thanks!
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Since they encrypted the sdef files, which I will never understand, I think making sound mods is near to impossible. I won't be doing any more sound mods for ED planes.
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I think the statement is clearly misleading, just read the comments on the instagram entrie.
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According with this instagram entrie, there are new over wing and lerx vapour effects for the hornet:
https://www.instagram.com/p/CKE21ijIdzz/?utm_source=ig_web_copy_link
Is this true, or is it an error?
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+1 on this. It should work in the ground radar mode too.
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water has no texture low/mid altitude
in General Bugs
Posted · Edited by Ala12Rv-watermanpc
yes, it looks way more realistic!!
Before:
Now:
Now they need to fix the sun reflection to make it behave as the real thing and it will make a massive improvement.