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DCS World 1.5 and 2 Discussion


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DCS World 1.5 and 2 Discussion



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Please note: When there is new news it will be posted in this post or as part of an official newsletter. We have no set schedule for news updates and news will be provided only when we feel there is newsworthy items to pass along.

 

DCS World 2

 

DCS World 2 is the next iteration of the Digital Combat Simulator (DCS) series that will include a new graphics engine (developed in our Eagle Dynamics Graphics Engine development environment). It will be a FREE update and all of your DCS World module keys will work with it. In addition to the new graphics engine, DCS World 2 will also usher in the ability to have multiple maps integrated into DCS (both developed by Eagle Dynamics and our 3rd party partners). Maps currently in developed include the Nevada Test and Training Range (NTTR), Strait of Hormuz, and Europe 1944. The Map SDK is available to qualified 3rd party development teams. Interested parties can PM me with detailed proposals.

 

Some features we plan to include in DCS World 2 include:

 

  • Direct X 11 support
  • Improved performance
  • Dynamic shadowing of the terrain and mountains
  • Improved weather
  • Improved lighting
  • Clipmap support for new maps
  • Higher object counts
  • Higher resolution ground terrain mesh and textures for new maps (between 1 and 64 meters per pixel depending on area of map and clipmap level)
  • More detailed tree models with collision for new maps
  • Better graphical effects
  • High resolution road textures for new maps
  • Ability for road signs and light signals for new maps
  • Additional ground clutter (rocks, cactuses, etc.) for new maps
  • Skeleton animation for infantry
  • Better use of multiple GPUs (CPU multi-threading is not being pursued as it will provide little if any gain)
  • Ability to create dedicated servers in the future
  • Unified front end and simulation .exe
  • Improved API sound support
  • Improved Oculus Rift support

    Several of the features will probably not be available when the DCS World 2 is first launched as an open beta. This includes improved weather and dedicated server.

The Black Sea map will see several benefits of this including better lighting, improved grass, effects and weather.

 

DCS World 1.5

 

Prior to the release of DCS World 2, DCS World 1.5 will be released. This version will be the much the same as described above for DCS World 2 but will NOT include the ability to use new maps and several of the new map features. We plan to release DCS World 1.5 along side DCS: L-39 Albatros in September 2015. Items of DCS World 1.5 include:

 

  • Direct X 11 support
  • Improved performance
  • Improved lighting
  • Better graphical effects (contrails and missile smoke trails)
  • Better use of multiple GPUs (CPU multi-threading is not being pursued as it will provide little if any gain)
  • Unified front end and simulation .exe
  • Improved API sound support
  • Improved Oculus Rift support

 

The Nevada Test and Training Range (NTTR) Map

 

The first new map being developed for DCS World 2 is the NTTR map.

 

This map originally started as a third party project with no input from Eagle Dynamics. However, as we started to develop DCS: A-10C, we realized that this map could serve as a great location for the A-10C training missions. To make this happen, we officially partnered with the third party team to help make this happen. We were so confident in this endeavor that we included a very early version as part of the original A-10C beta.

 

Unfortunately, due to several reasons, the third party team dissolved and Eagle was left holding the bag of a promised NTTR map to customers that had purchased it as part of A-10C. After taking over the project, it soon became apparent that the current engine was incapable of running the map at the desired quality levels vs. performance. In order to realize this map as first envisioned, an entirely new image generator would be required... this later became a key element of the new graphics engine.

 

Building a new graphics engine is never an easy or fast task and DCS World 2 has proved no different. However, the NTTR map has provided an excellent test bed for the new map rendering technologies. So, all that being said, the NTTR was developed for the following reasons:

 

1- For training missions of western aircraft.

2- To honor A-10C beta purchases.

3- Allow creation of Red Flag type missions centered on the NTTR.

4- New map technology test bed.

 

Some facts about the NTTR map:

 

  • Airfields include Nellis AFB, Groom Lake AFB, Creech AFB, and Las Vegas McCarren. At a later point we hope to also add Tonopah AFB.
  • The map is approximately 600 x 610 km. The airfield locations have the greatest detail (elevation mesh and textures of 2 meters per pixel), the center area of the map between the airfields (as indicted by the area covered by roads in the attached image) has the second highest detail (4-8 meters per pixel), and the area along the outside portions of the map have the least detail (16 to 64 meters per pixel). Attached are images from low, medium and high altitude from low, medium and high detail areas of the map.
  • We hope to release an Alpha test version within the next couple of months depending how debugging goes.
  • Currently, most of the art aspects are complete and most of the remaining work is in regards to integrating the map into DCS World 2 (AI, effects, collisions, weather, etc.)
  • An Alpha test version of the NTTR map will be made available for free to those customers that purchased the A-10C beta. For those that did not take part in the A-10C beta, the NTTR map price and availability is TBD

 

Those users getting the map for free from the A-10C beta will have to purchase the A-10C & F-15C Red Flag Campaigns separately.

 

Thanks

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attachment.php?attachmentid=108561&d=1417708206


Edited by NineLine
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Thanks for the cleanup...

 

Is it planned to adapt the current map to EDGE?

I'm well aware that this may mean to completely rebuild the whole map...

But regarding the very interesting topography of the area, the political background etc. etc.

Also the collidable trees would add a lot to the map :thumbup:

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Quick question...how can one be deemed or become qualified for the map SDK?

 

Also good news for those that bought the A-10C beta to get access to the NTTR alpha! I'm not one of the fortunate ones, but I am happy for you guys/gals.

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Thanks for the cleanup...

 

Is it planned to adapt the current map to EDGE?

I'm well aware that this may mean to completely rebuild the whole map...

But regarding the very interesting topography of the area, the political background etc. etc.

Also the collidable trees would add a lot to the map :thumbup:

 

The current map will run in EDGE, so wont benefit from all the goodness EDGE brings, but you can see with the vids for the 109, 190 and Su-27, the old map looks much better.

Collidable trees would be awesome.... but its all dependant on performance at this point, and they just havent said anything yet about it...

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  • ED Team
Quick question...how can one be deemed or become qualified for the map SDK?

 

Also good news for those that bought the A-10C beta to get access to the NTTR alpha! I'm not one of the fortunate ones, but I am happy for you guys/gals.

 

Past experience with map building, or other development experience, access to the high quality data required for the maps for starters...

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Since there are three levels of terrain mesh, what are we seeing in the second picture?

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I don't see a mention of a dedicated server anymore is that still planned?

 

  • Direct X 11 support
  • Dynamic shadowing of the terrain and mountains
  • Improved weather
  • Improved lighting
  • Clipmap support for new maps
  • Higher object counts
  • Higher resolution ground terrain mesh for new maps
  • More detailed and solid tree models for new maps
  • Better graphical effects
  • High resolution road textures for new maps
  • Ability for road signs and light signals for new maps
  • Additional ground clutter (rocks, cactuses, etc.) for new maps
  • Skeleton animation for infantry
  • Better use of multiple GPUs (CPU multi-threading is not being pursued as it will provide little if any gain)
  • Ability to create dedicated servers in the future
  • Unified front end and simulation .exe
  • Improved API sound support

Intel i5-9600K @ 3.7GHz

Gigabyte Z370XP SLI Mobo

G.SKILL Ripjaws V Series 32GB (2 x 16GB) 288-Pin DDR4

GIGABYTE GeForce RTX 2070 8GB 256-Bit GDDR6(Assume the latest driver version)

Thermaltake Water 3.0 Certified Liquid Cooling System

Windows 10 Professional

Oculus Rift-S /TrackIR 5 in case VR dies

Thrustmaster HOTAS Warthog w/ Thrustmaster T-Flight Rudder Pedals

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Ability to create dedicated servers in the future

 

The third from the end

 

  • Direct X 11 support
  • Dynamic shadowing of the terrain and mountains
  • Improved weather
  • Improved lighting
  • Clipmap support for new maps
  • Higher object counts
  • Higher resolution ground terrain mesh for new maps
  • More detailed and solid tree models for new maps
  • Better graphical effects
  • High resolution road textures for new maps
  • Ability for road signs and light signals for new maps
  • Additional ground clutter (rocks, cactuses, etc.) for new maps
  • Skeleton animation for infantry
  • Better use of multiple GPUs (CPU multi-threading is not being pursued as it will provide little if any gain)
  • Ability to create dedicated servers in the future
  • Unified front end and simulation .exe
  • Improved API sound support

 

I read the list multiple times and still missed it lol.

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Bummer on delay but good to get solid info and change list looks great. Hope 3d and the rift are fully realized and blow us out of water with the new engine.

 

 

Absolutely can't wait to test out the alpha release of Nevada! That's a great idea to get a bigger test bed !


Edited by rcjonessnp175

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Mallet;2257030']Looking forward to this next evolution of the World. Been here from the original release of Blackshark and have enjoyed the journey so far. Thanks for the update.

 

Same here and awesome on the trees!!!

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  • ED Team
Since there are three levels of terrain mesh, what are we seeing in the second picture?

 

I want to say that was a medium detail level area, but I am not 100% sure.

 

edit: Just checked, yes, 2nd level/medium level.


Edited by NineLine

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I want to say that was a medium detail level area, but I am not 100% sure.

 

edit: Just checked, yes, 2nd level/medium level.

 

What resolution are the levels?

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  • Direct X 11 support
  • Dynamic shadowing of the terrain and mountains
  • Improved weather
  • Improved lighting
  • Clipmap support for new maps
  • Higher object counts
  • Higher resolution ground terrain mesh and textures for new maps (between 1 and 64 meters per pixel depending on area of map and clipmap level)
  • More detailed tree models with collision for new maps
  • Better graphical effects
  • High resolution road textures for new maps
  • Ability for road signs and light signals for new maps
  • Additional ground clutter (rocks, cactuses, etc.) for new maps
  • Skeleton animation for infantry
  • Better use of multiple GPUs (CPU multi-threading is not being pursued as it will provide little if any gain)
  • Ability to create dedicated servers in the future
  • Unified front end and simulation .exe
  • Improved API sound support
  • Improved Oculus Rift support

The OP has changed. Now it say that trees will be collisionable.

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  • Direct X 11 support
  • Dynamic shadowing of the terrain and mountains
  • Improved weather
  • Improved lighting
  • Clipmap support for new maps
  • Higher object counts
  • Higher resolution ground terrain mesh and textures for new maps (between 1 and 64 meters per pixel depending on area of map and clipmap level)
  • More detailed tree models with collision for new maps
  • Better graphical effects
  • High resolution road textures for new maps
  • Ability for road signs and light signals for new maps
  • Additional ground clutter (rocks, cactuses, etc.) for new maps
  • Skeleton animation for infantry
  • Better use of multiple GPUs (CPU multi-threading is not being pursued as it will provide little if any gain)
  • Ability to create dedicated servers in the future
  • Unified front end and simulation .exe
  • Improved API sound support
  • Improved Oculus Rift support

The OP has changed. Now it say that trees will be collisionable.

 

Ya baby epic news

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How much space does DCS World (without modules) on the hard drive?

And how much need there space with the NTTR map?

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