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DCS World 2.0 and New Maps Discussion Thread


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Posted

Wow! thanks Wags! looks like I may need a 2nd GTX 780 to run this on high. Keep up the good work ED! you guys rock IMO!

"it don't matter, no more..."

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Posted

What about trees, are they still ghost trees ??

 

Couple pictures won't make me go crazy if terrain is pretty but not work ..

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Posted
I was thinking to myself today how are mission hosts going to prevent red and blue sniping each other at the same airport with airport spawning, unless players spawn in the air at different waypoints. :cry:
There is more than one airport in Nevada.

I find nevada not the optimal area for a flight sim. I guess it all happened when A-10C was developed and now we will have to get transferred there against our will.
You can always stay in Georgia... I do expect more maps to be released more frequently though once the technical hurdle of integrating DCS and EDGE is dealt with, especially with the SDK available.

In the coming weeks I will also have information and images that I can share regarding the status of the Nevada map, discuss more about EDGE features, and fill you in on other future maps that are already in work or planned.
That post is from April, and I don't think they ever got around to filling us in on the "other future maps," (unless referring to WWII), but that statement includes that other future maps may be in development already.

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Posted
Am I the only one who thinks these images dont really look that impressive? The trees are straight out of the old engine for example. The clouds, from what I can see, they are the same as in the old renderer

 

The only really impressive part is the night illumination and sheer number of lights, shown in that night picture. Really looks like a city nightscape.

 

I have the same feeling. I'm not out to be a negative whiner, but I've been really underwhelmed by everything I've seen of Edge to date.

 

I'm really interested to get my hands on it and see it in action, though. Maybe it'll surprise me. :)

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Posted
Am I the only one who thinks these images dont really look that impressive? The trees are straight out of the old engine for example. The clouds, from what I can see, they are the same as in the old renderer

 

The only really impressive part is the night illumination and sheer number of lights, shown in that night picture. Really looks like a city nightscape.

 

One other thing, someone mentioned that DCS: WW2 will be the first DCS product to use the EDGE renderer. Really? So its coming to DCS: WW2 before DCS: World???? What a slap in the face that would be :thumbdown:

 

 

I believe these images are still taken from within the terrain builder and not the game engine.

 

As far as this "someone" was it an ED team member that mentioned it? If not then take it for what its worth...

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Posted

As long as I don't end up joining the 30 fps brigade, then yep, it looks good to me!

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Posted (edited)

Just got back from Vegas Sunday. Drove by the Hooters Casino. That pic of the Hooters casino looks spot on. Nice that a restaurant chain cares about the owls. Oooops never mind saw that was a google pic.

Edited by TwoLate

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Posted

 

One other thing, someone mentioned that DCS: WW2 will be the first DCS product to use the EDGE renderer. Really? So its coming to DCS: WW2 before DCS: World???? What a slap in the face that would be :thumbdown:

 

Wasnt it said that EDGE would be in DCSW By the end of this year?

 

DCS WWII isnt scheduled till next fall/winter with Alpha in Early 2014.

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Posted (edited)

It runs DX11,

1. Expect Less Draw Calls,

-Due to Instancing (placing identical objects, (ie trees, grass, buildings, scenery objects, lights, air wings, etc))

 

2. Expect Reduced CPU Overhead on Draw Calls (Compared to DX9c)

 

3. Expect better use of General Purpose Shaders found in current and Previous Generation GPUs.

(Compared to DX9c)

7000, 6000 and 5000 Series for AMD/ATi, 600 Series and 700 Series for nVidia.

(Basically GPUs that dont have Separate Core/Shader Clocks, and Have Large Clusters of General Purpose Shaders.)

DX9c was designed to run Separate Vertex / Pixel Drawing, then Shaders to Apply Effects,

DX10/11 Uses A Unified Geometry shader to do everything.

 

 

2 and 3 are DX10 and DX11 Features, Expect those regardless,

 

1. DX10/11 Instancing is not confirmed or said to be used, but it's likely, given the nature of the objects on the map.

Edited by SkateZilla

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Posted

That's my screenshot, its from the beta terrain, NOT EDGE.

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