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DCS World 2.0 and New Maps Discussion Thread


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Posted
This is not DCS Photoshop. :doh:

 

Some people play it to enjoy the scenery, fly around for a bit, bust some targets and create good shots. (myself included)

 

Once again, its an option...turn it off if you don't like it.

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Posted
Once again, its an option...turn it off if you don't like it.

 

The comment was aimed specifically at the post quoted. I am aware that it can be turned off.

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Posted (edited)
This is not DCS Photoshop. :doh:

 

sure it doesnt :D, but we need only two more keys plus to use "real" focusing (just like narrow/wide view as i wrote earlier) and dont forget in ARMA we are able to change DOF-focusing for many years, i dont think it could be difficult to show the same in dcs

i am aware too that it can be turned off, so most of my time i will probably turn it off but would be nice to make more interesting shots with manual focusing, for example when focusing far but the subject is close, so it should be blurry while the non-subject on the background (far clouds, forests) should be sharp on the pic

Edited by NRG-Vampire

sign-pic4.jpg

Posted (edited)
sure it doesnt :D, but we need onyl two more keys plus to use "real" focusing (just like narrow/wide view as i wrote earlier) and dont forget in arma we are able to change DOF-focusing for many years, i dont think it could be difficult to show the same in dcs

 

Lots of things are not difficult. I am sure many photographic effects COULD be added. However, given how many other things NEED to be added/fixed/done to improve the flight and combat aspects of the sim, I think it is rather silly to suggest that the, already too few, development hours be tasked with something that is only useful for making pretty pictures.

 

I love pretty pictures. I own Photoshop and other editors (four cameras, too) but Digital Combat Simulator is not the place for those features.

 

EDIT: Something to keep in mind. The guys that code effects like DOF are probably the same guys coding shaders, vapor trails, lighting effects, etc. Which would you prefer get the labor hours.

Edited by cichlidfan

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Posted

^this

Shagrat

 

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Posted

EDIT: Something to keep in mind. The guys that code effects like DOF are probably the same guys coding shaders, vapor trails, lighting effects, etc. Which would you prefer get the labor hours.

 

gotcha, we need fuselage/wing vapor and better contails asap :thumbup:

sign-pic4.jpg

Posted
gotcha, we need fuselage/wing vapor and better contails asap :thumbup:

 

We need a new terrain, and a ''proper'' one asssssap :music_whistling:

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Posted

Starting to look like World's of tanks....

 

Bob likes it!

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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Posted

Looks awesome

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Posted

I can't wait to buy DCS Toro Lawn Mower to mow that grass! Maybe after I mow that field, Nevada will finally be released.

I don't need no stinkin' GPS! (except for PGMs :D) :pilotfly:

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Posted
Lots of things are not difficult. I am sure many photographic effects COULD be added. However, given how many other things NEED to be added/fixed/done to improve the flight and combat aspects of the sim, I think it is rather silly to suggest that the, already too few, development hours be tasked with something that is only useful for making pretty pictures.

 

I love pretty pictures. I own Photoshop and other editors (four cameras, too) but Digital Combat Simulator is not the place for those features.

 

EDIT: Something to keep in mind. The guys that code effects like DOF are probably the same guys coding shaders, vapor trails, lighting effects, etc. Which would you prefer get the labor hours.

 

Looks sell. Always will, and will always be important.

 

You harp on them spending resources on unimportant imagery and yet you have little idea of the actual workflow at ED. Take a step back and realize that things are not always as they appear on the surface. Certain visual fidelity improvements are easier to implement, and any such improvement is a very welcome addition.

 

Moving to DX11 has unlocked the gates to various advanced visual shaders and features that would previously be prohibitively expensive on the GPU.

 

If you've taken a stroll through the 1.2.8 shaders you can most notably see that the sim is moving to a deferred lighting technique. This simplifies the rendering pipeline and makes it easier to implement various complex shaders. DoF is in particular a very easy effect to implement due to this change. Nothing more to it than that.

 

I'd bet that in the future we'll be seeing a host of more substantial shader improvements. Not to say that it hasn't already happened, as is clear from the screenshots. Screenspace Reflections, HBAO, PBR Materials, blah de blah. The list goes on.

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Posted

I think, ED starting moving EDGE to match with DCS: Armored.... :)

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Posted
Looks sell. Always will, and will always be important.

 

You harp on them spending resources on unimportant imagery and yet you have little idea of the actual workflow at ED. Take a step back and realize that things are not always as they appear on the surface. Certain visual fidelity improvements are easier to implement, and any such improvement is a very welcome addition.

 

Moving to DX11 has unlocked the gates to various advanced visual shaders and features that would previously be prohibitively expensive on the GPU.

 

If you've taken a stroll through the 1.2.8 shaders you can most notably see that the sim is moving to a deferred lighting technique. This simplifies the rendering pipeline and makes it easier to implement various complex shaders. DoF is in particular a very easy effect to implement due to this change. Nothing more to it than that.

 

I'd bet that in the future we'll be seeing a host of more substantial shader improvements. Not to say that it hasn't already happened, as is clear from the screenshots. Screenspace Reflections, HBAO, PBR Materials, blah de blah. The list goes on.

 

Glad to hear Nicholas. I am looking forward for new smoke/damage/explosion fx that reacts with the angle of impact, wind etc. Hopefully this generation of shaders used for smoke fx shouldn't be as CPU?GPU intensive as in the old engine.

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Posted (edited)
I think, ED starting moving EDGE to match with DCS: Armored.... :)

 

I hope so. That picture of the grassy road is really nice. I would say at the Arma 2 level of graphics. If you guys could stick in some simple vehicles and infantry like in Arma 2, a LOT of Arma vets will be buying your sim. Later on, you can start making realistic vehicle modules of it, like M1A2 SEP :music_whistling: :D.

 

Edit: And giving us mod tools will increase that influx of players ten fold. With all seriousness guys, we old Arma vets are REALLY looking for a new sim that will give us the realism we had with Arma 2 / ACE. A3 is a bad joke made to draw in the COD kids. I think you guys could make the next Arma, but FAR better.

Edited by Chernaren Refugee
Posted
That looks stunning! So it appears the Caucuses map is getting some loving after all:)

 

It's been stated for a while that the Caucasus map will work with EDGE - it just won't get the benefit of all the features that EDGE brings to the table.

 

Looks great, though. Can't wait. :thumbup:

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Posted
It's been stated for a while that the Caucasus map will work with EDGE - it just won't get the benefit of all the features that EDGE brings to the table.

 

Looks great, though. Can't wait. :thumbup:

 

Perhaps not all the features...but some as per above pic...

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Posted
Looks sell. ...

 

Moving to DX11 has unlocked the gates to various advanced visual shaders and features that would previously be prohibitively expensive on the GPU.

 

If you've taken a stroll through the 1.2.8 shaders you can most notably see that the sim is moving to a deferred lighting technique. This simplifies the rendering pipeline and makes it easier to implement various complex shaders. DoF is in particular a very easy effect to implement due to this change. Nothing more to it than that.

 

I'd bet that in the future we'll be seeing a host of more substantial shader improvements. Not to say that it hasn't already happened, as is clear from the screenshots. Screenspace Reflections, HBAO, PBR Materials, blah de blah. The list goes on.

 

when you get in close (say, in the cockpit) the edges of shadows is jaggy and and they "shimmer"

 

catches your eye

 

 

so, is that what you are talking about - are you saying the shadowing effects will be improved??

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Posted

I think we need a new terrain :huh:

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TaliG - 373vFS

 

“Do not repeat the tactics which have gained you one victory, but let your methods be regulated by the infinite variety of circumstances.”

Sun Tzu, The Art of War

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