A technical question for HB artist Nicholas Dackard? - ED Forums


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Old 09-18-2019, 06:28 PM   #1
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Default A technical question for HB artist Nicholas Dackard?

As a 3d graphics guy, I am impressed with details put into f-14 cockpit. I fly it in 4k and still there are pixel-perfect markings. From experience I know that even 8K textures won't give you such a sharpness over 1x1m area.

Like this example: http://media.heatblur.se/Pit_03.jpg

You either need hundred small textures like 512x512 fed into GPU before mission or huge 32k single file (which GPU hates)...But still, how DirectX handles this total amount of textures? Is DCS based on some sort of DirectX libraries or home-brew engine independent from DX9 or DX11.

So, if there is a contact to a person responsible for putting all these sharp textures into one cockpit in realtime 4k, I would be glad to hear directly from him. Nicholas Dackard from heatblur, perhaps?

...10 years with dcs...
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Old 09-18-2019, 06:31 PM   #2
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Truly outstanding work. I can't get over how real that aged paint looks. Insane...just mind boggling.
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Old 09-18-2019, 10:42 PM   #3
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We don't do anything like Virtual Textures or arrays in DCS. We simply keep texel density high (I can't recall the exact number, but it's probably around the 15 texels/cm level)
Nicholas Dackard

Founder & Lead Artist
Heatblur Simulations

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aritst, cockpit, quality, textures

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