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DCS World 2.0 and New Maps Discussion Thread


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Posted
i dont think physics on that scale would really work in DCS, it doesnt work in relatively small maps, like in BF4.

 

BF BC2 BF3 and BF4 are using it's own physics engine. And alot of marketing :megalol:

Not Havok.

Posted

Massive physic based destruction in dcs on top of massive ai load and plane physic load? DCS can't even sync current flight model without some jerkiness here and there, now add some futuristic dynamic destruction...

Posted
Massive physic based destruction in dcs on top of massive ai load and plane physic load? DCS can't even sync current flight model without some jerkiness here and there, now add some futuristic dynamic destruction...

 

New Havok is GPU accelerated. We are using 1 CPU thread for everything and sound on additional. ED doesn't have budget like EA so...

Posted
Massive physic based destruction in dcs on top of massive ai load and plane physic load? DCS can't even sync current flight model without some jerkiness here and there, now add some futuristic dynamic destruction...

 

The effect can be client side... enough games use this in multiplayer, with the idea that perhaps if havok damage has its own CPU thread reserved, there shouldn't be any reason why it can't work in concert with the in house aircraft physics.

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Posted

Just a reminder, this isnt a Havoc / BF4 Physics thread :music_whistling:

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Posted (edited)
Just a reminder, this isnt a Havoc / BF4 Physics thread :music_whistling:

 

But it can be considered as engine related, well not rendering engine but still close.

Edit.

 

To keep this on topic:

 

Will Black Sea map work on EDGE ? Anyone ?

Edited by Pepec9124
Posted

If you only do client side you can't guarantee all clients see the same thing. It's unlikely that they will be different, but with this sort of thing if it can go wrong it will go wrong.

Posted (edited)
BF BC2 BF3 and BF4 are using it's own physics engine. And alot of marketing :megalol:

Not Havok.

 

it still proves my point, the game has a lot of issues streaming the phyiscs and the objects of broken things over network.

 

Its because the positions of the objects are calculated client side, and the end position of the object is never sent to the players, and if wasnt client side, youd need insanely expensive servers to get all of that running, this is however not for the big buildings which are quasi physics based, and wether a wall is broken or not is sent through the network.

But the biggest issue as you can see in BF4 you have about 20 buildings on a map, a lot of it is completely empty, try doing something like BF4 on a map like the black sea map in DCS, and you are going to have a bad day.

Edited by karambiatos
Posted
What you can see in the latest pictures IS the Black Sea map on (rendered with) EDGE.;)

 

Nah, I don't belive you. That's why I will ask this question every 5 pages :thumbup:

 

 

 

 

 

This thread in nutshell.

Posted
I was always under the impression that the Black Sea map would not be supported with EDGE. Has this changed?

 

As has been stated at least 50 times, EDGE will still be able to use the old maps but not all of the bells and whistles will be available... So an older map will look BETTER in EDGE, but not as good as an EDGE map...

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Posted
I was always under the impression that the Black Sea map would not be supported with EDGE. Has this changed?

Its not that it wont support EDGE, its that it wont look nearly as good as the NTTR map. Whos to say it will be fully compatible with EDGE anyways? ED hasnt mentioned anything of the sort.

Posted
Its not that it wont support EDGE, its that it wont look nearly as good as the NTTR map. Whos to say it will be fully compatible with EDGE anyways? ED hasnt mentioned anything of the sort.

 

The EDGE Graphics Rendering Engine will Replace the Current one.

 

Black Sea map will be rendered with EDGE,

But will not take advantage of the new features (IE CLIP MAPPING)(As it would require the entire Map to be re-built)

 

Basic 3D Geometry Of the Black Sea Map will be the same, the only things that will likely be different is the Environmental Shaders (Reflections, Shadows, Glass, Atmosphere, Depth of Field, etc) And items not built into the Terrain itself..

 

and This is in No way any Confirmation or Official Statement.

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Posted (edited)

Fair enough.... i'll hold off on the havok talk. ;) ....

 

But I haven't heard anything about FX in edge. I hope they redo most but not the CBu animation. I love the amazing job ED did with it. They need to pump up the hdr effect for explosions and fire like in this movie by binary orchestra. The smoke/explosion needs to be grounded to game conditions.... angle of trajectory... the effect of wind on smoke/dust. A lot more efficient way to render smoke than noise textures. Time to go to volumetric smoke that can itself be lighted, cast shadows etc.

 

 

 

Are they going to add ambient occlusion?? Hbao+ ?? Or ssao?

Edited by Witchking

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Posted
Fair enough.... i'll hold off on the havok talk. ;) ....

 

But I haven't heard anything about FX in edge. I hope they redo most but not the CBu animation. I love the amazing job ED did with it. They need to pump up the her effect for explosions and fire like in this movie by binary orchestra. The smoke/explosion needs to be grounded to game conditions.... angle of trajectory... the effect of wind on smoke/dust. A lot more efficient way to render smoke than noise textures. Time to go to volumetric smoke that can itself be lighted, cast shadows etc.

 

 

 

Are they going to add ambient occlusion?? Hbao+ ?? Or ssao?

 

We likely wont know until closer to release.

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Posted
This YEAR?

 

I was really, really hoping it was "next month", not later than that :no_sad::no_sad:

 

At least now we know that "10%" of a project means "not least than 6 months delay" :D

 

Dec 31 2014 is this year, tomorrow is this year.... next month is this year... read it how you like ;)

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Posted

See. I told you. Someone always gets stabbed. :D

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