Author Topic: Beefy's review of WW2OL Ver. 1.6  (Read 1076 times)

Offline Wingnut_0

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Beefy's review of WW2OL Ver. 1.6
« Reply #30 on: June 11, 2002, 08:07:30 AM »
You know westy, I hear of guys running on 800mhz and that's about the lowest I think.

I get on average in heavy area's, about 37-50fps.  I'm running a

1ghz AMD
512 mb RAM
40 GB HD
SB LIVE
GE Force 4 440mx

The last few days i've ran "high graphics" just to test some issues and the lowest I still got was 18fps.  But I also hear of ppl with better machines than I have getting 8fps on the ground.  And I've not done anything special to my PC at all.

I normally don't run high graphics if I'm flying because the mipmapping makes spotting ground vehicles almost impossible for me.  I normally run with Specular, tracers, far distance and shadow's of 6 to get my normal fps above.

Offline K West

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Beefy's review of WW2OL Ver. 1.6
« Reply #31 on: June 11, 2002, 08:26:17 AM »
"You know westy, I hear of guys running on 800mhz and that's about the lowest I think."

 I know.   Just tossing some lighter fluid on the cooling coals ;)

 I did fine during the Gigex trial with a 600 except in all but the most congested areas. FPS went up for me with 1.64. But in offline mode only. We all know how the FPS can differ dramatically betweeb online and offline though.

 But even that 800 is 200 mhz more than the systemt specs recommend and almost twice what theminimum requirementa are!

 (Jerry Seinfeld voice) Whats with that?!?!?!?!

Offline blkmgc

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Beefy's review of WW2OL Ver. 1.6
« Reply #32 on: June 11, 2002, 11:45:10 AM »
QUOTE--"""low fps are low end machines "

Glad it got mentioned!  Just what is considered a "low end" machine for WWIIO?"""

  I have it running on 3 machines. One is  Walmart special P3 800 384 megs pc133 ram/ GF2 Mx400 PCI 64 meg vid card. flight- studders a little ,but only over towns and heavy fights. Troops- just fine for all ground wars.

 one is a T-bird 1.4 512 megs DDR , GF2 Ti 64 meg AGP vid card. Runs smooth as silk evreywhere.

 One is an older gateway P3 450 (which has recently been upraded to a 1.3 gig via a Powerleap processor) 384 megs pc 100 ram. GF2 Ti AGP vid card. This one is interesting in that it runs pretty much like the 1.4 Athalon setup now. BUT when it had the P3 450 in it , it ran much the same as my P3 800 machine. The only place it really lacked was in flight it was suseptable to studders when I approached  LARGE groups of cons, but other than that it was more than playable. On the ground, it worked like a charm. Did notice a little better performance when I upgraded to a 20 gig 7200 rpm HD.Heheh then a massive jump in performance when I popped in the Powerleap 1.3 slot 1 upgrade.

  The biggest thing (like any MMP sim)is to make sure nothing is running in the back ground. Hope this helps some.

  Skurj-  I dont know of any issue that exists with nvidea cards at the moment. Unless there might have been one at the very begining...dunno.
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Offline hardcase

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Beefy's review of WW2OL Ver. 1.6
« Reply #33 on: June 11, 2002, 12:57:04 PM »
the nvidia fix is you need to run 32 bit color and since nvidia runs best at 1024 most everyone runs 1024x768x32. ATI cards dont change z buffer settings when you change color bit and are having the same sawtooth problems. They need a driver fix.

hard

Offline SKurj

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Beefy's review of WW2OL Ver. 1.6
« Reply #34 on: June 11, 2002, 12:58:54 PM »
i haven't tried ww2ol with my gf4mx, but with my gf2mx all versions up to 1.5 had the zbuffer problem for me no matter what i tried including 32bit....

SKurj

Offline udet

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Beefy's review of WW2OL Ver. 1.6
« Reply #35 on: June 11, 2002, 04:26:43 PM »
screw WW2OL. Bring infantry to AH!!! :)

Offline Samm

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Beefy's review of WW2OL Ver. 1.6
« Reply #36 on: June 11, 2002, 04:31:23 PM »
No way, keep the FPS crowd out of our neighborhood .

Offline AKDejaVu

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Beefy's review of WW2OL Ver. 1.6
« Reply #37 on: June 11, 2002, 04:42:52 PM »
The FPS will come to AH someday.  HT has already said he has some ideas for it.

My money says it will be some kind of "MoH" type play in the bunkers if it comes.  

AKDejaVu

Offline blkmgc

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Beefy's review of WW2OL Ver. 1.6
« Reply #38 on: June 11, 2002, 05:12:16 PM »
Good point Hard. I probably have'nt seen any problems since thats what I run in all my machines. Driver selection is also an issue with any vid card since system specs are different. I run 21.83's on my AGP cards and have good luck with them. I run 21.88's in the PCI card setup.
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Offline Hortlund

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Beefy's review of WW2OL Ver. 1.6
« Reply #39 on: June 11, 2002, 05:21:10 PM »
Quote
Originally posted by AKDejaVu
My money says it will be some kind of "MoH" type play in the bunkers if it comes.  

You have GOT to be kidding right? MoH with its powerups and super-crappy "I can take 15 hits from a Mg42 and still keep going" damage model? yuuucckk

Offline AKDejaVu

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Beefy's review of WW2OL Ver. 1.6
« Reply #40 on: June 11, 2002, 05:24:23 PM »
I meant more like that look.  I have no idea how they would model the specifics.  Don't read too much into things.

AKDejaVu

Offline Kieran

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Beefy's review of WW2OL Ver. 1.6
« Reply #41 on: June 11, 2002, 06:50:17 PM »
As for powerups, I like the way MOHAA handles it. Helmuts, guns, food, bandages, water... you have to have them in a game like that, and this is the best way I've seen yet...

Offline StSanta

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Beefy's review of WW2OL Ver. 1.6
« Reply #42 on: June 12, 2002, 11:00:38 AM »
WW2OL has one problem, it is zoneless with a complete ground map. Infantry can see 2 kilometers with all thetrees, bushes, roads , players.Tanks even further and ac can see forever;-)
           
This is not just ground clutter but a huge amount of polygons. You think it is a lack of programming skills?..guess no one else has such a playing field cause it is just too easy.


Only fools construct algorithm that calculate something that isn't of use for the user.

In other words, for an object that's a mile away, you don't calculate transformations for each of the points in each of the polygons that constitute this object. Instead, you approximate and you use an algorithm that does this well enough to meet the users needs.

WWIIOL has a revolutionary (in a way) concept, but implementation wise, there hasn't been much revolutionary about it, and it can be seen with the load times and general lack of optimization with regards to other hardware. I mean, it's plain obvious that they've had to cut corners to meet the demands of their bosses. Unrealistic time tables is sort of very common in software development, after all.

I suspect that given some time, they'll be able to  squash the bugs and make necessary optimizations, but what I've seen *so far* is standard stuff - no super coding toejame. Load time wise it's actually far below the standard in the gaming industry.

Heh, not saying *I* could do better - far from it. Just saying that compared to the cream of the crop, this Rat's production falls short - and probably due to their managements time tables.

Offline Kieran

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Beefy's review of WW2OL Ver. 1.6
« Reply #43 on: June 12, 2002, 07:35:54 PM »
Here's my view of the current game...

It can be fun, but it can be infuriating. The in-game feel is actually quite good in some ways, disjarring in others. You do have the sense you have to look over your shoulder wherever you are or whatever you are doing. You do have to be awake to stay alive.

Flying is improved, though it isn't fair to say it is necessarily fun. Flying a Hurricane or Hawk against 109s and 110s that have no concerns whatsover in escort duty is not fun in the least. Imagine flying Fw190A5s against C202s here and you get the picture- the 109s have the luxury of speed, climb and firepower advantages and only a foolish 109 pilot ever dies. The 110 is just a touch less so. In short, if you want to fly LW and have the time of your life, it's the place. If you want to be an underdog and take on a losing fight, the Hurri or Hawk should fit the bill. Be warned: if you don't hit the pilot, no 109 or 110 will ever go down to your guns.

On the ground the infantry is pretty balanced. The rifles will kill from far out, the smg's put out a lot of fire but are less accurate, grenades work as they should, and sappers do kill tanks. Animations have improved.

Tanks are not that much different except Allied armor received a 15% armor reduction. I'm finding this one a bit tough to swallow, because the way the gameplay mechanics work there are far fewer heavy tanks in the game for the Allies now, and the advantage has been tipped heavily to the Axis.

There are gameplay issues of a development nature that are creating imbalances, but these could be resolved easily.

It is a better game, worthy of a second (or third) look.

Offline Staga

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Beefy's review of WW2OL Ver. 1.6
« Reply #44 on: June 12, 2002, 07:53:03 PM »
Quote
Originally posted by Kieran
Tanks are not that much different except Allied armor received a 15% armor reduction. I'm finding this one a bit tough to swallow, because the way the gameplay mechanics work there are far fewer heavy tanks in the game for the Allies now, and the advantage has been tipped heavily to the Axis.


So Allied tanks should have 15% better armour than they had 60 years ago? Maybe Axis cannons should also have 15% better penetration value?

Doesn't make sense does it :confused: