13.03.2010, 14:37
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.
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.