Author Topic: AH2 graphics getting closer to real life  (Read 5807 times)

Offline Modas

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AH2 graphics getting closer to real life
« Reply #60 on: April 28, 2004, 01:21:27 PM »
Quote
Originally posted by Kweassa
Setting aside its proficiency as a game, FS2004(compatible with CFS3) is incredible in its own way, too.


 



Kweassa -

I've got CFS3 and just bought FS2004.  When you say they are compatible, does this mean I can bring the A/C from CSF3 into fs2004?

How does one do that?

Offline Puke ver. 2

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AH2 graphics getting closer to real life
« Reply #61 on: April 28, 2004, 02:13:26 PM »
Quote
and said that they were aiming for the same age of video-cards they did in the beginning, meaning 3 years old.

But that is tempered with keeping the overall program viable for dial-up downloading.  I suspect that keeping the overall program small for the dial-up download actually combines with 3-yr old graphics card target to hurt the eye-candy dept even more.  Unfortunately, I think that catering or leaning towards the dial-up types that can't make a large download will keep some of those at the higher end with the top-end computers and Internet connections who would be sold on wizz-bang graphics away from AH2.  I see it being then, in the end, just merely a trade-off on who you get and no real overall benefit to the strategy.  But I also feel (and I'm not educated in these matters) that leaning the design to keep a small download will also shorten the longevity of the program.

Offline rabbidrabbit

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AH2 graphics getting closer to real life
« Reply #62 on: April 28, 2004, 03:05:30 PM »
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Originally posted by Puke ver. 2
[  I see it being then, in the end, just merely a trade-off on who you get and no real overall benefit to the strategy.  But I also feel (and I'm not educated in these matters) that leaning the design to keep a small download will also shorten the longevity of the program. [/B]


This is beyond my ability to comprehend too...

Why would you design a game with such a short operational window?  I would have thought that you would design for the latest out there since by time it's actually released it will be dated anyway.  It would seem to me that designing to the high end buys you time to refine the product instead of entering a new developement cycle shortly after release.  Would it not be reasonable to design for the best out there and let folks tune it down to suit?  Initial download size could be managed by add on packs with the better graphics , sounds, skins etc that could be downloaded after the inital game.  I'm not trying to tell anyone what to do , nor do I portend to know the whole story, but this makes the most sense to me.  Maybe I'm missing some perspective..

Regards,

RR

Offline hitech

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AH2 graphics getting closer to real life
« Reply #63 on: April 28, 2004, 03:58:57 PM »
View version 2.0 as the new foundation to build on the next 5 years like ah 1.0 was. There are lots of items built into the new engine that you don't see. We have done search lights, pixel shader fire and smoke, envirorment mapping. The frame work is in place for those items already. They will be comming in future version, but first 2.0 needs to be released ,solid and be able to run on older machines then we can go on to some cooler stuff for newer boards.


HiTech

Offline Eagler

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« Reply #64 on: April 28, 2004, 03:59:41 PM »
market share

coding to appeal to the largest segment of paying customers

I'm pretty sure they are leaving hooks for a faster upgrade once the average customers hardware/connection warrants such a move without losing their base

HT for a fine product - have never gotten so much enjoyment from one program

edit: hehe - HT responded as I was typing - thanks again
« Last Edit: April 28, 2004, 04:04:16 PM by Eagler »
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Offline technic

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« Reply #65 on: April 28, 2004, 05:32:05 PM »

Offline Vulcan

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AH2 graphics getting closer to real life
« Reply #66 on: April 28, 2004, 05:42:36 PM »
Quote
Originally posted by Puke ver. 2
But that is tempered with keeping the overall program viable for dial-up downloading.  I suspect that keeping the overall program small for the dial-up download actually combines with 3-yr old graphics card target to hurt the eye-candy dept even more.  Unfortunately, I think that catering or leaning towards the dial-up types that can't make a large download will keep some of those at the higher end with the top-end computers and Internet connections who would be sold on wizz-bang graphics away from AH2.  I see it being then, in the end, just merely a trade-off on who you get and no real overall benefit to the strategy.  But I also feel (and I'm not educated in these matters) that leaning the design to keep a small download will also shorten the longevity of the program.


Actually Puke you quite wrong in assuming that keeping the bandwidth narrow is to appease the dialup users.

Now I'm speaking as a networking person, not as a 'in the know with AH2' person... but try this, pick an offshore host, say stuff.co.nz, open up a command line prompt in Windows and type...

ping stuff.co.nz -l 32
ping stuff.co.nz -l 64
ping stuff.co.nz -l 128
ping stuff.co.nz -l 256
ping stuff.co.nz -l 512
ping stuff.co.nz -l 1024
ping stuff.co.nz -l 2048

Notice the difference? Increase the bandwidth, and watch the latency go up.

64kbps is the *magic* number at the moment to get guaranteed bandwidth+good latency across the net. Dialup users or not.

Offline rabbidrabbit

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AH2 graphics getting closer to real life
« Reply #67 on: April 28, 2004, 08:48:09 PM »
Quote
Originally posted by hitech
View version 2.0 as the new foundation to build on the next 5 years like ah 1.0 was. There are lots of items built into the new engine that you don't see. We have done search lights, pixel shader fire and smoke, envirorment mapping. The frame work is in place for those items already. They will be comming in future version, but first 2.0 needs to be released ,solid and be able to run on older machines then we can go on to some cooler stuff for newer boards.


HiTech


Thanks for the clarity Hitech..  Now... if I dare...  
How is thing looking?  Is it getting closer to wider scale capacity testing?  I'm by no means looking for a date (Two Weeks), rather would love to know what the feel is for you guys since your eyeball deep in this project.  Something along the line of "its going to be a while"  or " It's complete enough now to think about kicking it out the door and touching up as we go soon" would be most welcome..  just something to set expectations...  of course nothing is ready until its ready but there must be some confidence level.

Thanks again!

RR

Offline Kweassa

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AH2 graphics getting closer to real life
« Reply #68 on: April 28, 2004, 09:07:16 PM »
Quote
View version 2.0 as the new foundation to build on the next 5 years like ah 1.0 was. There are lots of items built into the new engine that you don't see. We have done search lights, pixel shader fire and smoke, envirorment mapping. The frame work is in place for those items already. They will be comming in future version, but first 2.0 needs to be released ,solid and be able to run on older machines then we can go on to some cooler stuff for newer boards.

HiTech



 Thanks for having the patience to listen to our long complaints :) That is indeed good news!

Offline Purzel

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AH2 graphics getting closer to real life
« Reply #69 on: April 29, 2004, 01:07:32 AM »
Quote
Originally posted by BUG_EAF322
IL2 doesn't suk AH doesn't suk either


In il2 the fm of all planes looks somewhat close to eachother
hate it that p38 can be outturned by 109 and 190
not like in AH

I like both for now i'm playing IL2 more than AH
I still like the graphics more than in AH2

i hope ah2 comes near this graphics


Hmm, maybe I didnt make clear what I wanted to say, I think Il-2 has much potential. The develoeprs surely could do great things with it, the framework is there. And the know-how.
BUT, they dont use it wisely IMHO. In SP the AI can do, err, weird stuff with their planes, and any skill level above average makes them snipers. 1 KM headshots on head-ons, that are hardly avoidable. Just like the buff-gunners are. It doesnt totally ruin the game, but it makes it worse. If they dont want to cope with these problems, they should at least focus on MP, so that they can take that market. But MP isnt good either with pauses, non existent Ded servers, and many many more problems. About the FM, I think its not "balanced". It doesnt fit, the planes dont stack up to each other as they should, AFAIK. The armament, while in AH1 too lethal, is too weak in Il-2. German guns are really really weak right now, dispersion in Brownings high (AFAIK) and stuff like that.

Instead they focus on making new planes, a new sim, but prolly with the old AI and Net-code. Really, I dont think thats smart in the long run.

I agree that the GFX in Il-2 are better than AH2. But, as HT responded already, there is somthing in store for us in the new Graphics engine, its just not used yet. Maybe it will come close to the Il-2 GFX standard.

HTC stays in the MP department, sticks (hopefully) to their netcode and do what they can do, and do it good. The trees invite for more GVs, but there will always only be small steps of changes I think. So, that the game stays playable.

So, maybe Il-2 doesnt suk in all aspects, but although there are great GFX the gameplay isnt too great. This is even more unfortunate, as the possibillities are there. Theyre just not used accordingly.

All IMHO, off course. :)

Offline flakbait

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AH2 graphics getting closer to real life
« Reply #70 on: April 29, 2004, 04:07:29 AM »
Thanks for the reply HT! Definitely answered a few of my questions.



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