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DCS World 2.0 and New Maps Discussion Thread


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Posted (edited)

Those new screenshots are really sexy looking. I believe it´s gonna be great for flying helicopters. So many cover spots that can be used in missions compared to the caucasus...

 

This and the F-15 AFM make me think of one of my favorite flying videos ^^

Edited by upupandaway

[sIGPIC][/sIGPIC]

Deedle, deedle!

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Posted
Looks pretty damn good to me. The detail along the ridge lines in the third screenshot, for example, is ridiculous. Thank you, Wags.
Ya, it'll be fun flying the Huey along those.:)
Posted
How about some underground nuclear test craters?

 

Haha, awesome! :thumbup:

 

As an aside, wow that's a lot of nuke craters..

 

--NoJoe

Posted
How about some underground nuclear test craters?

 

Craters from Nukes?,.....Say What,,,,

attachment.php?attachmentid=91020&stc=1&d=1385492053

30856_1477456946211_2495213_n.jpg.05a1a20a524026ed84b0b5eb081ca122.jpg

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Posted

I know these textures are temporary mostly, but for the future don't forget to make something with them in long view - mountains looks so blurry, like very low pixel texture used where in close by it is much better.

Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D

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  • ED Team
Posted (edited)
Remember, unoptimized map builder viewer right now....

 

Texture and geometry mesh LODs will be adjusted once the map is in DCS to provide the best balance of looks vs performance.

 

Additionally, as mentioned before, different areas of the map will use different per pixel texture resolution, ranging from 1 to 16 meters. With a 360x360 km map, 1 meter across the entire map is not practical in regards to performance, file size, and cost.

Edited by Wags
Posted

Wags, can we get any information on the changes to the clouds and weather? I know RRG mentioned something along those lines has changed, other than the adjustments to the cumulus effect/shader.

  • ED Team
Posted
Wags, can we get any information on the changes to the clouds and weather? I know RRG mentioned something along those lines has changed, other than the adjustments to the cumulus effect/shader.

 

There are several new cloud type options and variables in the landviewer, but I am hesitant to go into these until I see that they get implemented in DCS. I'm getting a little tired of being accused of breaking "promises".

Posted

coulda been worse, you coulda said "on the horizon"

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Posted

Sorry Matt. A lot of us are bad about taking a possibility, clinging to it and making it a firm commitment. :v:

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Posted
Realistic is a big word.. I hope the shade, reflections etc will be better because it's still very cartoonish to me atm... but it's hard to tell from pictures .. I hope for the best

I wouldn't say cartoonish, but "something" is still a bit odd there - but I can't really put a finger on it (and perhaps I shouldn't even try to - as all that is WIP and not even yet in DCS). Somehow, hrm, it looks "cold" there. Maybe thats what it is there during this time of the year? :o) But seriously, a hot desert ... looks a tad bit different, I would assume?

Posted
Bingo! Guys... again and again... its still in the terrain builder... :doh:

On the other hand, I am not criticizing, only discussing what I see on the provided pictures. :yes:

Posted
I wouldn't say cartoonish, but "something" is still a bit odd there - but I can't really put a finger on it (and perhaps I shouldn't even try to - as all that is WIP and not even yet in DCS). Somehow, hrm, it looks "cold" there. Maybe thats what it is there during this time of the year? :o) But seriously, a hot desert ... looks a tad bit different, I would assume?

 

Its the lighting engine. Hopefully once EDGE and the new DX11 gfx pipeline is in the game engine, using ambient occlusion and different atmospheric models, it will get better.

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Posted
Its the lighting engine. Hopefully once EDGE and the new DX11 gfx pipeline is in the game engine, using ambient occlusion and different atmospheric models, it will get better.

 

DX11 does indeed open many doors. Hardware instancing (which seems implemented already), Tessellation, HDAO/HBAO, Depth of Field, TSAA, SSS. The future is looking bright :thumbup:

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