Forrestal Development Update: Deck Crew WiP! - Page 5 - ED Forums
 


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Old 06-20-2017, 03:55 AM   #41
Vincent90
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Quote:
Originally Posted by Cobra847 View Post
It will look like this, and it will not impact your FPS in any significant way due to the detail level.
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Old 06-20-2017, 04:25 AM   #42
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amazing work
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Old 06-20-2017, 04:58 AM   #43
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I was thinking the same thing.. Don't get me wrong guys I think HB's work is truly stunning but I think they get a little carried away with texture work that will barely even be visible.. I mean look at the pic of the boot and the wear.. really..? DCS is already resource hungry enough and IMHO these resources could be better utilized.
its not like they will only use it on DCS... btw, prolly not the same guy doing textures than doing the code...
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Old 06-20-2017, 06:14 AM   #44
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I am speechless. Its fantastic.

Those guys "running" around the F-14. Its only amazing. If you are putting so much detail into crew members and the Forestal Class, the F-14 will be mindblowing.

Great work HB, this kind of work will turn the tide of gameplay and immersion at least for me.

S!
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Old 06-20-2017, 06:18 AM   #45
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Quote:
Originally Posted by 26-J39 View Post
DCS is already resource hungry enough and IMHO these resources could be better utilized.
True, flight sims are notorious for never having enough computing power to really stretch their legs, but there is also this funny dichotomy where flight sims don't necessarily use up-to-date techniques. But the sense that the visuals are a lesser priority might also be part of the reason.

DCS (imho) is the best looking flight sim that I have seen (most brand new things I've seen primarily on youtube), but there are other games/programs out there that take it even further.

Flight sims frequently find themselves behind the curve on visuals, despite the fact that they are pretty important for completing the experience. This is especially true as VR becomes mainstream. But you don't get modern visual rendering techniques unless someone is pushing those boundaries and finding a way to make beautiful artwork function well in the simulator. As developers press forward, they find ways of building artwork that also performs well and this can lead to improved overall performance as new methods are integrated.

Its not a guarantee of improvements and often these improvements offset the improved artwork, but I think it is better to keep pushing forward. Even if it seems like a rocky transition in the short-term.

Just my 2 cents,

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Old 06-20-2017, 06:20 AM   #46
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Originally Posted by Cobra847 View Post
We'll be showing off plenty more of our crew as we continue along.
We have to create all the other <colour>-shirts too!

FWIW; this is a game-ready, FPS-friendly, WYSIWYG model. It will look like this, and it will not impact your FPS in any significant way due to the detail level.
Hi Nic,

if you want i will borrow you some shirts (red, purple white, brown, yellow etc), so we will get faster to that module and you have less work
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Old 06-20-2017, 06:44 AM   #47
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In response to Cobra's claim from Hoggit:

Quote:
1 x 4096 for the entire body, hands and feet. 1x 2048 for the Helmet and various equipment, 1x Mixed for the face (256 tiled -> 1024). Of course, tripled due to Albedo + Normal + channelpacked PBR.
Will probably end up being a total of 7-8 mb VRAM when optimized and complete.
That's not how the graphics pipeline works AFAIK. Compression saves bandwidth, but not processing power. While the compressed textures are sent to GPU in this form, they have to be uncompressed and processed in full (though probably not all at once - heavy optimization happening on the GPU). But at some point you're going to load the engine with hundreds of megabytes of textures. Per skin.
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Old 06-20-2017, 08:11 AM   #48
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Dude, Cobra said "when optimized". Wait and see.
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Old 06-20-2017, 08:19 AM   #49
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Quote:
Originally Posted by Flappie View Post
Dude, Cobra said "when optimized". Wait and see.
Well, if Cobra wants to "optimize" by reducing texture size, then the final product won't really look in game as it's being shown currently on screenshots. And if he wants to "optimize" by texture compression, then it won't save the memory as he claims.

Besides, I can already see what Mig-21 and Viggen do to FPS in my sim. They look great though, so I can accept some performance cost. Just not sure if having a deck crew with 3D watches is worth it.
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Old 06-20-2017, 08:35 AM   #50
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Is not all about crew members, even other aircrafts on deck can be performance demanding.



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