Latest BoB screenshots
#31

FZ Wrote:
Doolittle81 Wrote:
FZ Wrote:...

"The screenshots were taken on several computers, mostly on an Intel Core 2 2.66GHz with 2 Gigs of RAM and an NVidia 8800 GTX ..."

Wow! Maybe I won't need an upgrade at all for BofB!!!
My current rig:
Dual core E6700 Cpu 2.66 Ghz
4GB DDR2 800Mhz
BFG 8800GTX w/768MB Graphics card

Like you I really hope I won't have to change my rig, but keep in mind that you can take a screenie with everything maxed out and ....3fps in game .... :roll:

Another thing is it looks like Open GL will be abandoned ....

Open GL was good, now DX9/10 are much superior, I personally see this as a good decision, I don't think the dynamic cockpit shadows would be possible with Open GL for example.
Reply
#32

Here is my 2 cents, which will not get you to far...

Has anyone noticed the smoke effect in grab147 ?? Looks like we will have some major smoke from bombing missions and hitting things like fuel/oil supplys. Not the black carrot that we have from stock unmodded Il2.

Where is the mountain from? I feel like making that shape with my mash potatos Smile (think Close Encounters Movie, if I am being vauge)

Looking at the trees: I am thinking that this will end up eather being a user adjustable option (ie: more detailed at distance) or this is the way it will ship due to current hardware, as this may be a beast on hardware (but if it is taking advantage of mutiliple cores, quad cores will be popular with this game). So what I am seeing in the shots is that the trees will get ummm... 'mushy' looking as they are farther away. Probably the way clouds are handled today in the sim? Certinaly the detial option is there, as seen in the forground shots, like the leaves casting shadows on the vehicles.

Lastly: The cockpit shot, did anyone notice that even the bolts around the glass are 3d objects and actually casting shadows in real-time? I thought this was just a texture, untill I noticed all the shadows where going in the same direction.


Personally, any of this will be a GREAT improvement over the current combat sims.

In the mean time I have bought Microsoft FSX on sale, (now and then *I* need a General Aviation Fix) and I have to admire the graphics in this sim, don't kill me for saying so, but the BOB shots are on par with FSX from what I have seen, as far as sky and shading/ground textures. BUT I CANT SHOOT ANYTHING !!! ARGHHH.

Anyhow, great to see the progression of BOB.

Greg
Reply
#33

I'm sorry, but these shots don't cut it at all for me. Especially not for a 80% done game...

Tweak the colors? There is a whole lot more to tweak in my humble opinion. Where are all the bells and whistles of DX 10/11, certainly not in those shots. The ground textures are low res and cartoonish, the trees look nothing like trees or when did you last see green puffs on a stick and thought "Nice tree!"?

And shadows cast on ground objects is not really yaw dropping 2009 technology....

The only thing that is the way I expected are the plane meshes, but those we have seen for years now. Still, I thought there should be specular and bump maps for the skins? Doesn't look like it in those shots.

IMO, IL-2 in its current state looks a lot better in terms of overall atmosphere.
Reply
#34

Further comment from 1C:

http://forum.1cpublishing.eu/showthread.php?t=10702


"Regarding the colors, once again, this is work in progress. Oleg specifically said that it's being worked on, that it's not final. So please think of it as a glass half full.

A lot of features go through this annoying development phase where it takes forever to get them perfect. It can take 3 days to build a feature to 90%, and a month to get it to 100. That's where we are with the visuals. It's a hugely complex system with lots of components, each at a different stage of completion, so at this particular time it happens to result in the picture we're seeing right now. Glass half full, guys, glass half full.

A bunch of smart, talented, experienced people are coming to work every day to work on the graphics. Oleg is constantly breathing down their necks and hounding them over each tiny detail. The visuals are a HUGE priority for him personally, huge. Have a little faith in the man."
Reply
#35

I've looked at the screen shots and no, the terrain does not look great and it's not finished. The shots of the aircraft are nothing short of stunning, especially the cockpit shot inside the Spitfire. I know they are using modest computers for these shots, but my guess is that those will be close to the minimum specs for SoW. That's just a guess, but when the tracers fly, the flak shells burst, and the smoke starts, then you add in a little anti-aliasing and anisotropic filtering... all of that will bog down a computer, much like it did when Pacific Fighters was introduced.
Reply
#36

I may have just passed out.... those are beautiful!!!!!
Reply
#37

well, the trees and scenery might be a bit cartoonish, but I suppose there won' t be a ground battle campaign added, so....one will probably get the chance to admire the scenery when flying 10 , 20 m. 500 kmh above ground trying to escape that bf109 ( or maybe chasing it ) ....my opinion is that some work on the colors should do the job...it's amazing....I mean look at that cockpit...gotta buy a new pc... Cry
Reply
#38

80% finished and this is the result till so far? :-? A bad sign for the last 20%. Those screenies are more or less the same as those from October 2008. The cockpits and planes and their damage models look nice but the landscape...
I know the landscape is WIP as stated at 1C but after 5 years of work you would expect more than this. As Zorin already said those trees look like green puffs on a stick. Not to mention the low res grass.
Before the whenever release it already looks outdated to me.
This is how a landscape should look like ingame in 2009/2010:

Mount and Blade

http://www.youtube.com/watch?v=6MTIbXPKOrA&NR=1

http://forums.taleworlds.com/index.php/t...6.120.html

[Image: MandB04.jpg]

[Image: MandB05.jpg]
Reply
#39

... Luthier wrote :

" Luthier:

The switch away from Open GL took place a while ago. There had been two camps at Maddox Games, the pro-OpenGL camp and the pro-DirectX camp, for a while. Eventually the arguments of the pro-DirectX camp won over, so the switch was made. It wasn't a particularly dramatic event, just a logical evolution of opinion based on a bunch of boring technical details.


Regarding the colors, once again, this is work in progress. Oleg specifically said that it's being worked on, that it's not final. So please think of it as a glass half full.

A lot of features go through this annoying development phase where it takes forever to get them perfect. It can take 3 days to build a feature to 90%, and a month to get it to 100. That's where we are with the visuals. It's a hugely complex system with lots of components, each at a different stage of completion, so at this particular time it happens to result in the picture we're seeing right now. Glass half full, guys, glass half full.

A bunch of smart, talented, experienced people are coming to work every day to work on the graphics. Oleg is constantly breathing down their necks and hounding them over each tiny detail. The visuals are a HUGE priority for him personally, huge. Have a little faith in the man.


It's way too early to gauge frame rates and specs. Many things that will be eating up FPS in the final release aren't yet running at full capacity. Most others are yet to be optimized, meaning they're eating up more FPS than they will in the release.

The framerate we get on these specs today doesn't matter. No one can guess now at the framerate we will have in the release under what graphic settings. I could say what framerate we hope to have on this machine in the release, but a lot of people have a very twisted idea of what Work In Progress means, so I won't.


[Image: grab0004h.jpg]

[Image: grab0000e.jpg]
Reply
#40

further clarification on "that map" from Luthier on 1C forums:

"The textures are WIP. Some are placeholders, other are not. Once the colors are fixed, the non-placeholder textures will be used in the main gameplay map.

I want to explain the thought process behind the map you're seeing right now a little better. It wasn't a "let's make a little slice of Britain" kind of thing. It wasn't a "let's make the most gorgeous map we can" kind of thing. It was a "let's make a map where we can stretch out various textures, test various options of 3D cliffs, and have a large variety of terrain types dumped together for quicker debugging."

That's how a lot of things are done in development. You need intermediary steps on the long arduous climb to perfection. This map is one of those steps."

Various comments from Oleg himself: states that the game as is currently can make use of 4 processor cores, and that a 2010 release is imperative from purely economic considerations, and the following, which proves he still has 'fire in his belly':

"Loking on the models of SoW i'm personally sure that I can say that a lot of people, historian writers, cinematograph, etc will use OUR sim for the reference and modelling for the cinema some aerial battles (like it was already with Il-2, but now it will be on a 10+ times higher level at all and will looks at least in air close to real picture). I'm sure that nobody also would put in a single sim so much love to aviation on the whole market."
Reply
#41

kendo Wrote:further clarification on "that map" from Luthier on 1C forums:

"The textures are WIP. Some are placeholders, other are not. Once the colors are fixed, the non-placeholder textures will be used in the main gameplay map.

I want to explain the thought process behind the map you're seeing right now a little better. It wasn't a "let's make a little slice of Britain" kind of thing. It wasn't a "let's make the most gorgeous map we can" kind of thing. It was a "let's make a map where we can stretch out various textures, test various options of 3D cliffs, and have a large variety of terrain types dumped together for quicker debugging."

That's how a lot of things are done in development. You need intermediary steps on the long arduous climb to perfection. This map is one of those steps."

Various comments from Oleg himself: states that the game as is currently can make use of 4 processor cores, and that a 2010 release is imperative from purely economic considerations, and the following, which proves he still has 'fire in his belly':

"Loking on the models of SoW i'm personally sure that I can say that a lot of people, historian writers, cinematograph, etc will use OUR sim for the reference and modelling for the cinema some aerial battles (like it was already with Il-2, but now it will be on a 10+ times higher level at all and will looks at least in air close to real picture). I'm sure that nobody also would put in a single sim so much love to aviation on the whole market."

Thanksfor that, nice to see he answered my question Wink
Reply
#42

OMG!!! the damage model is insane!!!!!! Confusedhock: Confusedhock: Confusedhock:
Reply
#43

snailsave11 Wrote:OMG!!! the damage model is insane!!!!!! Confusedhock: Confusedhock: Confusedhock:

It's cool, but because there's no AA or AF in the picture it looks quite fake...
Reply
#44

philip.ed Wrote:
snailsave11 Wrote:OMG!!! the damage model is insane!!!!!! Confusedhock: Confusedhock: Confusedhock:

It's cool, but because there's no AA or AF in the picture it looks quite fake...

Probebly WIP!!! Big Grin
Reply
#45

snailsave11 Wrote:
philip.ed Wrote:
snailsave11 Wrote:OMG!!! the damage model is insane!!!!!! Confusedhock: Confusedhock: Confusedhock:

It's cool, but because there's no AA or AF in the picture it looks quite fake...

Probebly WIP!!! Big Grin

I hope so. I'm not a big fan of those bullet-holes...Wink
Reply


Forum Jump:


Users browsing this thread: 5 Guest(s)