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Smoke plumes from explosions should cast shadows


rrohde

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Smoke plumes from explosions (or burning fires, etc) should cast shadows on the ground for immersion.

Is that in the pipeline already?

 

Example:

570608a2c3618844488b45a9.jpg

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If it isn't it should be, then again we are getting improved effects for pretty much everything (hopefully).

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Yeah, can't wait to see the overall improved effects; just hoping that this particular ones mentioned above doesn't get overlooked. :)

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It'll come.

 

I think at some point we have to appreciate that we simply cannot have ALL the eye candy we desire without driving our FPS into single digits.:mad: Yes, over time hardware advances will permit more and more of that type of stuff and I imagine based upon their track record, ED will be right on top of it.:thumbup: Currently I see more people complaining about not being able to run DCSW smoothly than I do complaints about graphical details. I think patience is in order.:music_whistling:

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I think at some point we have to appreciate that we simply cannot have ALL the eye candy we desire without driving our FPS into single digits.:mad: Yes, over time hardware advances will permit more and more of that type of stuff and I imagine based upon their track record, ED will be right on top of it.:thumbup: Currently I see more people complaining about not being able to run DCSW smoothly than I do complaints about graphical details. I think patience is in order.:music_whistling:

 

That's what graphics options are for. Scale quality over different type of PCs.

 

Today, with a i7 2600 and a GTX 670 to have decent FPS I have almost everything in LOW settings.

 

Tomorrow, with the most advanced hardware that I'll be able to buy, I'll be able to use HIGH settings with smooth framerate... that's how PC software goes.

 

But to avoid more realistic-looking graphics to mantain retro-hardware compatibility is not the right path.

 

Scalability is the path (and the definition of "scalable graphics" is born at least 20 years ago).

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