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DCS World 2.0 and New Maps Discussion Thread


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Posted
Yeah, I also liked the Ukraine terrain, especially Crimea. But I doubt they will come back any time soon.

 

 

Not a programmer. It seems with new technology you could plug the info. into a new C++ or what ever and have it update the terrain graphics. I guess tech. hasn't gotten there yet? Can't put raw data into a program so it can update the code to newer specifications? Would be a good program to invent.

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Posted
Not a programmer. It seems with new technology you could plug the info. into a new C++ or what ever and have it update the terrain graphics. I guess tech. hasn't gotten there yet? Can't put raw data into a program so it can update the code to newer specifications? Would be a good program to invent.

 

Its deeper than the code I think, its the actual building of the map that is the issue, so I think if you were to do Georgia in full EDGE glory you would need to start right from scratch...

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Posted

a technical question

just id like to be sure (and i hope testers are permitted to answer this) but will we get a new model format as well with edge ?

(cmd, lom, edm, edgem?)

or everything will be the same ?: edm format continues to be used

however i think (and hope) by the latest modelviewer and plugins the edm format wont change

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Posted

Aren't the newest versions of EDM Viewer compiled to use Edge already?, which is why if say, I download the latest version, it doesnt work (missing Components from EDGE).

 

As for Container formats..... anything is possible.

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Posted (edited)
it doesnt work (missing Components from EDGE).

 

yes, it doesnt work, (missing dll files) but the file structures of latest modelviewer looks same as current/older but working version

however i did not try yet the latest plugin but i assume it will save/make same edm format which can be used in current 1.2.8 sim version...but can you guys confirm this ?

 

http://forums.eagle.ru/showthread.php?p=2098980#post2098980

Edited by NRG-Vampire

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Posted

I'd love for EDGE to be able to use/read topographic data like Outerra uses. Oh you want to fly over this area? Let me get the latest data available for the terrain. Some vector data for roads, and you got yourself a halfway decent map.

 

I'm also still really curious about the "globe" thing. The way DCS renders water now would mean it's very difficult to have the current map put onto a round surface. But even for Navada, is the water no longer a single flat plane under everything? I'm soooo curiousssssss.

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Posted
is the water no longer a single flat plane under everything?

 

^ what is an all-time-fps-eater

so i hope they fixed this: no more underground water

im curious too

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Posted (edited)
^ what is an all-time-fps-eater

so i hope they fixed this: no more underground water

im curious too

 

The terrain in current DCS versions uses backface culling so the water isn't actually rendered if you can't see it, otherwise you would see an even bigger FPS hit - if you want to check for this look in Surface31.fx you will see 'CULLMODE = 0x2;' for LandLOD0 and LandLOD2 (0x2 is CCW or 'counter-clockwise' culling)

Edited by Mustang
Posted (edited)
If the water is changed it wont be in Georgia.

 

why ?

i dont think its too difficult, edge should erase all the underground water and georgia needs only a new water map under/next to the old surface map

 

otherwise with lakes the problem is worse: surface is at a higher altitude but i see the lake-water level is at zero alt - we can see under the surface through the "hole" of the lake

 

 

The terrain in current DCS versions uses backface culling so the water isn't actually rendered if you can't see it, otherwise you would see an even bigger FPS hit - if you want to check for this look in Surface31.fx you will see 'CULLMODE = 0x2;' for LandLOD0 and LandLOD2 (0x2 is CCW or 'counter-clockwise' culling)

but what happens if i see lakes or rivers ?

i can see the underground waters too through the "hole" of the lakes/rivers, no seabed, lakebed, riverbed - that's the problem, but afaik earlier we had rivers with animated textures

Edited by NRG-Vampire

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Posted

Hmm:

 

a Small Body of Water (lake/river) vs a large body (Ocean) vs an entire map of water underneath the land, prolly shouldnt be a FPS hit regardless....

 

I see no difference in FPS between size of the water, Whether it's visible or not has a slight FPS hit, but once it's visible, the FPS would stay the same regardless of the size.

 

I would understand water as one large flat mesh with a water shader effect/texture applied to it.

 

I guess it would have to do with the how the shader is coded.

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Posted (edited)

a Small Body of Water (lake/river) vs a large body (Ocean) vs an entire map of water underneath the land

 

yes, i think seeing a small part of water (through holes of rivers/lakes) needs the same calculation as seeing the whole black sea

 

you know a small fps hit here, other small fps hit there (like the old f-16 model with 12k tris vs 4k in fact), with some not well adjusted lod models and it brings a huge fps drop everywhere - with very few smallshits on the ground in the 1.2.8

 

i know, we got wing contails and engine smokes (needs calculations as well) but earlier 1.2.4 showed more fps with a very-very dense smallshit/grass on ground

Edited by NRG-Vampire

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Posted

Individual lakes are handled independant of the ocean shaders (lake.fx) look at the lake near Krasnodar for example, the only bodies of water that share the ocean shaders are the ones that are directly connected to it (like the inguri river)

Posted

ED should use this for the water in EDGE.

 

iilqtDkeIBE

 

and imagine this for the fire/damage/explosions

 

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Posted
Is that realtime? It looks awesome.

But.... One ship, on a tiny piece of ocean. We don't have a clue how big the performance impact is.

 

yup! that is realtime. Its basically a same style of water as in the silent hunter series. Wave physics model with a function of time. That way even across networked PCs, the wave form will be the exact same..so displacement of ships is also same. Regd whether it is efficient in a flight simulation.. I can't say...but that would be amazing for the future F/A-18C. Imagine landing PFM Su-33 and the hornets on carriers during rough weather.

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Posted
The terrain in current DCS versions uses backface culling so the water isn't actually rendered if you can't see it, otherwise you would see an even bigger FPS hit - if you want to check for this look in Surface31.fx you will see 'CULLMODE = 0x2;' for LandLOD0 and LandLOD2 (0x2 is CCW or 'counter-clockwise' culling)

 

That doesn't do anything in this case. Backface culling culls polygons you would see from the back side. It would only cull the water plane when you see it from the back, i.e. you are under the water.

Posted (edited)

This last picture is awesome. It will stay as my desktop background for a while.

 

But it would look even better if the F-15 is at the lower right corner rather than upper left, sothat it is flying into the pic rather than flying out of it...

Edited by blackbelter
  • ED Team
Posted
This last picture is awesome. It will stay as my desktop background for a while.

 

But it would look even better if the F-15 is at the lower right corner rather than upper left, sothat it is flying into the pic rather than flying out of it...

 

Well the F-15 wasnt really the part ED was showing off.... ;)

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Posted

Ok I am addict. It pains me to look at those pics and I tell myself to quit looking because its painful to be reminded I will have to wait, but then I keep coming back looking for more!! LOL!

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Posted (edited)

From ED's facebook:

 

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Edited by Sceptre

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