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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer 1C: Maddox Games.

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  #21  
Old 08-05-2012, 12:31 AM
Devastat Devastat is offline
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Originally Posted by flyingblind View Post
Nobody is saying the game is finished. It will always be WIP just like the original IL2. This is just a good step towards sorting out the major issues that stopped many from getting acceptable performance and is still a beta. I am sure there is plenty more to come from the developers.
Has the enemy AI improved? Will the enemy hunt me down on single mission dogfights? In previous versions they just used to fly away.
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  #22  
Old 08-05-2012, 12:32 AM
Dano Dano is offline
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Right, here we go so you can quit moaning about memory...

A simple quick mission with the ROTOL Hurricane at Tangmere, CEM off so I can get it rolling fast, view was swapped out to F8 and left at default level of zoom which enables a nice big cloud of dust to be kicked up and prove my point.

Left hand set of arrows, GFX options set to 1680x1050, everything maxed apart from SSAO and Epilepsy Fliter, you can clearly see that memory useage is held just under my cards available memory, the big dip in fps is when the dust kicks up properly and you can also see there is no significant change in memory useage even though there is still memory available.

Right hand set of arrows is the same senario, only I've dropped to lowest resolution available and turned everything to minimum apart from effects, again, no significant increase in memory useage even though I still have some 500mb+ free but a significant 50% drop in fps when the dust kicks up.

It is clearly a render issue and not memory related.



And even more compelling, fps up above 400 with vsync turned off with everything except effects set to lowest, you can clearly see the major impact the take off dust has to performance with no regard to memory useage.



Obviously it could always be an issue with my drivers or driver setup but I cannot get onboard with it being a memory issue whatsoever.
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Last edited by Dano; 08-05-2012 at 12:47 AM.
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  #23  
Old 08-05-2012, 01:20 AM
SQB SQB is offline
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Dano, this... I... wow. That's pretty compelling evidence!
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  #24  
Old 08-05-2012, 01:56 AM
Skoshi Tiger Skoshi Tiger is offline
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Originally Posted by Dano View Post
Right, here we go so you can quit moaning about memory...

A simple quick mission with the ROTOL Hurricane at Tangmere, CEM off so I can get it rolling fast, view was swapped out to F8 and left at default level of zoom which enables a nice big cloud of dust to be kicked up and prove my point.

Left hand set of arrows, GFX options set to 1680x1050, everything maxed apart from SSAO and Epilepsy Fliter, you can clearly see that memory useage is held just under my cards available memory, the big dip in fps is when the dust kicks up properly and you can also see there is no significant change in memory useage even though there is still memory available.

Right hand set of arrows is the same senario, only I've dropped to lowest resolution available and turned everything to minimum apart from effects, again, no significant increase in memory useage even though I still have some 500mb+ free but a significant 50% drop in fps when the dust kicks up.

It is clearly a render issue and not memory related.

And even more compelling, fps up above 400 with vsync turned off with everything except effects set to lowest, you can clearly see the major impact the take off dust has to performance with no regard to memory useage.

Obviously it could always be an issue with my drivers or driver setup but I cannot get onboard with it being a memory issue whatsoever.
So how do you reconcile your results with the data on the following link?

Maybe you should post your data there and discusss. It's unusual that both of you have such different results.
http://forum.1cpublishing.eu/showthread.php?t=33540
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  #25  
Old 08-05-2012, 06:28 AM
Flanker35M Flanker35M is offline
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S!

Quick and dirty solution to dust, devs should just reduce the amount or get rid of it. No-one will miss it as it just eats away your FPS.
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  #26  
Old 08-05-2012, 07:04 AM
priller26 priller26 is offline
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Originally Posted by Dano View Post
You're not alone there.
Wow..was hoping that would have been fixed in the particle effects...ohh well.
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  #27  
Old 08-05-2012, 09:45 AM
Dano Dano is offline
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Originally Posted by Skoshi Tiger View Post
So how do you reconcile your results with the data on the following link?

Maybe you should post your data there and discusss. It's unusual that both of you have such different results.
http://forum.1cpublishing.eu/showthread.php?t=33540
Testing different things is why, he tested memory usage and having not run into any issues with limited memory I was not, I have merely tested to prove that the severe fps slowdown with dust at take off is NOT memory related to make people quit whining about me needing more memory to solve it. I may need a different card, I may need different drivers, I may need a different driver setup but I can say for certain that I do not need more memory to solve the issue.
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  #28  
Old 08-05-2012, 11:16 AM
Tavingon Tavingon is offline
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Originally Posted by Flanker35M View Post
S!

Quick and dirty solution to dust, devs should just reduce the amount or get rid of it. No-one will miss it as it just eats away your FPS.
I agree 100%, there should be a dust quantity in graphics settings or something, some of us want good effects but couldn't care less about dust
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  #29  
Old 08-05-2012, 02:39 PM
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addman addman is offline
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I agree 100%, there should be a dust quantity in graphics settings or something, some of us want good effects but couldn't care less about dust
That's a good idea actually, a "particle effects" settings option.
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  #30  
Old 08-05-2012, 03:49 PM
flyingblind flyingblind is offline
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Has the enemy AI improved? Will the enemy hunt me down on single mission dogfights? In previous versions they just used to fly away.
I don't think AI behavior has been changed and it is something people have been asking for. There have been posts setting out how AI can be greatly improved by changing stock settings. But I remember when I first started playing Forgotten Battles how unnerving it was when the enemy icons on the map would all begin converging on me from every side.
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