Posts: 284
Threads: 23
Joined: Nov 2008
No, thanks. My IL2 1946 looks so much better... :wink:
However... if they release it with more aircraft and maps we have right now in IL2 1946, then i will think about it.
hock:
In that case either, they should give me a price reduction on the game, for stringing us along so long.
But i am willing to accept their gift coupon to upgrade my videocard too.
Just kidding.
I think everything is great except for the clouds and the terrain. I think RoF should be the benchmark for SoW to compare to (and FSX as well) and if this is verging on final it is not acceptable in my opinion. The actual terrain colours I think look horrible and I honestly think I have seen better from my Il-2 with russian-terrain textures.
The clouds look like those in WoP. You may like them, but I think that FSX's environment add-on (I forget the name) should be the basis of SoW's clouds to compare to.
'Everything is work in progress'.. Until Oleg clearly states we are seeing in game shots of the finished article, it's just supposition from all and sundry.. for my money this has clearly shown the level of detail yet to come from the game, and if this is only the wip then the finished product will be great.. I'm more than happy with what I'm seeing for a WiP shot.
Pal, as already covered, the graphics card settings of the computer upon which these screen captures were took... well, frankly the settings suck a rotten tomato. Not only the AA and AF, but also the color is badly set.
This could actually be diliberate on the part of the Team so the trade secrets are not revealed prematurely.
The RoF sim is a dead end because of three reasons:
1) There is a much smaller limit on the amount of stuff that can be simulated from World War One compared to the huge and truely global World War Two in Storm of War.
2) The 3D graphics engine of RoF is limited by sampling, but Storm of War uses a 3D graphics engine which is only limited by the skills of the Team. This is because Storm of War has dynamic 3D rendering with the next generation of physics technology beyond RoF. It is simply a better software platform. I think RoF uses a hybrid Sky Box ( Probably a variation called Sky Dome or Sky Puck), whereas Storm of War will probably be next generation Source Engine. Obviously, Oleg's group has shown that they can simulate almost any aspect of World War Two.
3) The self imposed marketing restrictions for RoF model means that modding is nearly impossible and you only get basically pay as you go. In Storm of War, while we will have to pay for new add-ons in the series and some aspects of modding will be hindered by the software coding of SoW, Oleg has stated that he is giving direct support of some modding. An example is the map making editor in the simulation. There was talk a couple years ago of providing more skin modding support as well. Oleg has hinted at objects modding, but I do not know what he intended by that-maybe skins and textures?. Maybe he will allow third party objects add-ons? Where will we ever get the integration with the modding community that Oleg is willing to make? RoF???? :roll: :lol:
Philip.ed, don't be concerned with the clouds and terrain for now. Know this, that the Team's energy is almost entirely focused on creative work, right?. Okay, that being so, you know that the kinds of things which we have seen in IL-2 will be primative compared to Storm of War. Also, just as IL-2 evolved and improved, we can expect Storm of War to evolve. I personally expect the development later in the series to excellerate far faster and better than the rate of IL-2 in the past.
1C: Maddox Games will have a much larger footprint in the global market with Storm of War. This means more money in turn for creativity. I expect this coming series to rock the whole simulation and gaming global market much heavier than IL-2. Oleg will attract more investors, and perhaps more Russian government support :wink: , for mind-blowing growth, I predict. This is good for us, and aviation in general. I predict that Storm of War will eventually become a household name in many parts of the world the way a few games are now. If he includes at least a few first person ground controlled objects, then this is almost certain.
Lastly, I could completely understand the Team in not releasing many of the details now for the sake of preventing any other developers from being inspired by it. This includes, possibly, non-flight simulations and games. For sure, Oleg wants to make the biggest impact that he can on the simulation and gaming markets.
Well, I wouldn't even begin to compare the SoW engine to the Source engine. Simulation games focus on "large scale" realism and detail first, since that is what you see most. Engines like Source, which are focused on action games, put small-scale details ahead of the large-scale ones. That is why flight simulators have always appeared to lag behind their contemporary action game peers with regards to detail; the small stuff isn't as important as the large stuff and because they have to do the large stuff, there generally aren't enough resources to accomplish that and the small stuff.
Having said that, the SoW engine is unlikely to be used for anything other than simulations because it won't be tuned to deal with excessive in-your-face detail like the newest iteration of Source (see Portal 2 pictures), CryEngine 3, etc. Thus, SoW and Source shouldn't be compared because it's like apples to oranges.
Posts: 284
Threads: 23
Joined: Nov 2008
Time will tell.