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Posted

I have this and have flown over a few areas in a mig 29 and it does look amazing. But as blaze said it's empty and would need a good PC to run complicated ai in the way dcs does. You should grab the free demo and have a browse. It's definitely food for thought. Oh and its fully destructible, mapped to a globe, and the water isn't at a constant level on the whole globe

 

 

 

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Posted

EDGE is being integrated into DCS:W atm.

 

It took years to get to this point. Yes, not fulltime spent only on EDGE, but other tasks and projects are independend on whatever the graphics engine is.

 

Do you really suggest to start over now? Even if using an existing graphics engine would save 50% development time (which I doubt, btw) ...?

Posted
EDGE is being integrated into DCS:W atm.

Do you really suggest to start over now? Even if using an existing graphics engine would save 50% development time (which I doubt, btw) ...?

 

No, not suggesting, just asking for opinions ;) To me it just seems like reinventing the wheel when there's a better (maybe) wheel already out there waiting to be filled with airplanes.

I surely hope someone gets out and makes a flight sim using outerra or similar technology, it would be such a waste not to, and if someone does i think it'll set the bar in terms of graphics and locations for flight sims, so ED (and everyone else) will have to catch up again.

 

 

Outerra engine has nothing impressive. I rather prefer populated crimea, than empty world.

I have included a fanboy section in my first post (maybe i should write it in bold), you should read point n.2 ;)

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Posted

Outerra is nowhere near half done, so any DCS integration is out of question, unless you want ED to wait for another couple of years for them to finish. EDGE is already existing technology and it's on its way to DCS. And saying Outerra has nothing impressive is just a misunderstanding of what is that engine about, how does it work and what it can do. Not to mention, again, it's not done yet. Apples and oranges.

Posted

I'll grab a few screens at the weekend if I can build a few things and will post em

 

 

 

Intel i5 4690k

MSI GTX 970 4g gaming edition

Asus Z97k Mobo

8Gb Corsair vengeance 1866mhz

120GB Samsung 840 evo

Samsung 1TB Spinpoint hdd

Windows 10

4 channel surround

Hotas Cougar w/ 120mm machined steel extension and elite rudder pedals

DIY collective via bu0836x plus some random buttons and knobs

Cougar MFDs

Running 1920*2104 over 3 screens

 

 

Posted

I would think that ED itself knows the best what is more cost effective / time efficient for them. I´m relative sure that they see beyond one's own nose from time to time and assess other technologies.;) I would really wonder if not.

Deutsche DCS-Flughandbücher

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Posted

It's rather interesting. The viewing distance is great and the geometry is very detailed.

 

However: the textures/vegetation/clutters are probably procedurally generated and very unnatural, and the terrain mesh jumps to a higher detail level while the camera progresses on its path (like the LOD models) (pretty disturbing IMO).

 

If the engine could manage some large realistic textures (streamed?) and the additional required geometry (buildings, vegetation, …), it will be really impressive.

At least, it's a good start. Let's see what it can do next!

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Posted
It's rather interesting. The viewing distance is great and the geometry is very detailed.

 

However: the textures/vegetation/clutters are probably procedurally generated and very unnatural, and the terrain mesh jumps to a higher detail level while the camera progresses on its path (like the LOD models) (pretty disturbing IMO).

 

If the engine could manage some large realistic textures (streamed?) and the additional required geometry (buildings, vegetation, …), it will be really impressive.

At least, it's a good start. Let's see what it can do next!

 

It's a hybrid of procedural generation and datasets. While the terrain mesh does "jump" -- this will likely be smoothed out in the future. The only way to ensure such a high level of fidelity down to the centimetre level is by procedurally generating erosion and detail. Some vegetation is not procedurally generated, trees and rocks for example (however they are procedurally placed.)

 

Any geometry is already completely possible, and so is any vegetation you'd like.

Placing them accurately is not something easily done, however.

Nicholas Dackard

 

Founder & Lead Artist

Heatblur Simulations

 

https://www.facebook.com/heatblur/

Posted

Thanks for the details Cobra!

 

I've just tried the Anteworld demo and the rendering is really smooth with great details (rocky ground, grass, …).

The procedural geometry does a good job for the close environment. Only the distant landscape (mountains, hills, vegetation clusters, distant ground (viewed from an aircraft) and such) feels artificial.

It would be wonderful to see the best of both worlds: procedural generation and fixed/realistic textures.

I'd love to see a helo sim with that level of details.

 

Those kind of textures quickly get ugly when you're close/low.

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Posted

Another one!! :doh:

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Posted
Another one!! :doh:

 

First thing I thought when I saw this thread... :)

 

sorry guys, I know it has been posted, but as it seems not all users knew about it. I did not want to high jack another thread so I started a new one.

 

But even you looked in it, so it can't be that old and not beeing interesting at all. ;)

 

so pls never mind that I brought it up again.

 

cheers,

 

Demon

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Posted

What are their plans to ensure map consistency between updates to the terrain generation algorithms? If for example you place a village in a valley, and then there's an update, so when you go back there's are a rift or a forest or a lake in the village?

DCS AJS37 HACKERMAN

 

There will always be bugs. If everything is a priority nothing is.

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