Aces High Bulletin Board
General Forums => Wishlist => Topic started by: Citabria on April 09, 2012, 06:34:31 AM
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2d clouds are a bit dated they could use an upgrade.
with some turbulence when you go into them would be a plus.
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plus 100+1 but dont see coming any soon
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+1
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Turbulance isn't associated with all clouds, but I agree. Some nice cumulus clouds with a bit of vertical development would be cool. Winds alot would also be nice, although I know it'll never happen in the MA*.
A bit off topic: I remember flying in the AvA when wind was set at different altitudes. It was a blast, and definitely made the game more immersive.
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+100 for the clouds!
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Its not only for the turbulence –which is great – its about somewhere you can hide when you are outnumbered or –why not- losing a dogfight. In 2D AH clouds there is no way you can hide
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+1000
Read any fighter jock accounts from WW2 and you will see clouds taking a leading role in almost every single case.
The easiest, quickest (OH LISTEN TO THE AH CODE EXPERT HERE!!), and lowest graphical impact (<-- this is probably true at least) would be to have clouds/cloud layers act as a shield by hiding or at least partially obscuring "dots" and completely negating icon/model/range indicators.
Meaning, at the very least a plane above the cloud layer would not see an icon for a plane below the cloud layer and vice versa.
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I throw up a little bit in my mouth every time I fly through the current clouds. +1M
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Yes please. Everything about the eye candy is good enough to be functional IMO, but the clouds could really stand a facelift.
Wiley.
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I throw up a little bit in my mouth every time I fly through the current clouds. +1M
+1 for using "throw up in my mouth a little bit"
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+1 for new clouds to zip through!
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I think the clouds in AH1 actually looked better. Just my opinion.
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+1.
And Contrail/Vapor trail for eye candies.
It should be selected-able in graphics option.
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Clouds :aok, wind :aok, vapor trails :aok, I would even like some condense water hit the windshield as I flew through the clouds.. :O :aok
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...and clouds over islands. :D
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I have a question: do any flight sims have clouds that look good from the outside as well as inside? Clouds are inherently three dimensional, i.e. volumetric. Graphic cards are inherently two dimensional, i.e. they render 3D objects as a collection of 2D polygonal planes. There are no volumetric graphic cards; for example there is no such thing as a real time ray trace card. So how do you make convincing volumetric clouds with current technology?
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And for my first post ever, Check youtube for IL2: Cliffs of Dover or 1946. those are amazing cloud rendering and they appear volumetric. Havent a clue the work that goes in to it.. but that is a start.
Here is a link to a perfect example. http://www.youtube.com/watch?v=ZHOWYhn3UbY <----dog fight through clouds.
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-1
From a purely selfish, personal perspective, I don't enjoy the flying in the few terrains which have areas of dense clouds. It's hard enough to keep from being swamped by groups of other players as it is. Just adds to the workload, realistic or not.
So far as visual effect goes, I would like to see less contrast between the sky and the ground, and brighter ground colors. When I log on in the evening, it is all too common to have the sun low in the sky, and the ground colors a dirty, dark brown-green. I have to crank brightness up to 80-100 percent in order to have a chance of seeing stuff on the ground, especially in the "canyon-type" terrains, where the ground often in deep shadow. Then the sky is too bright; can't be good for the eyes... Actually, AH1 had prettier graphics on my system. :-(
MH
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I have a question: do any flight sims have clouds that look good from the outside as well as inside? Clouds are inherently three dimensional, i.e. volumetric. Graphic cards are inherently two dimensional, i.e. they render 3D objects as a collection of 2D polygonal planes. There are no volumetric graphic cards; for example there is no such thing as a real time ray trace card. So how do you make convincing volumetric clouds with current technology?
Rise of Flight...from about 1min 36 sec to 2 mins Im in clouds on the video I jumped this guy from a thick layer at 5K, spotted the flight through breaks.
http://www.youtube.com/watch?v=-XLcg7IIv-c&list=UUADnOaV0-52prmVlAkLEZ_g&index=27&feature=plpp_video (http://www.youtube.com/watch?v=-XLcg7IIv-c&list=UUADnOaV0-52prmVlAkLEZ_g&index=27&feature=plpp_video)
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If we can shut all the graphics off, then it wouldn't be an issue for someone with low end computers, I know because I was rock bottom with under 20 FPS all the time and still was fine even with bump maps.
I really want some upgraded clouds, many times I look at the clouds and wish instead of getting ganged 1vs4 I could simply climb into them and try to escape as so many did in WW2.
Puffy Clouds, clouds that have shapes, all kinds of clouds.
Remind me so much of sheep, I so miss them.
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+1
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If we can shut all the graphics off, then it wouldn't be an issue for someone with low end computers, I know because I was rock bottom with under 20 FPS all the time and still was fine even with bump maps.
I really want some upgraded clouds, many times I look at the clouds and wish instead of getting ganged 1vs4 I could simply climb into them and try to escape as so many did in WW2.
Puffy Clouds, clouds that have shapes, all kinds of clouds.
Remind me so much of sheep, I so miss them.
Then you go from incorporating something that takes a great deal of effort to code that porks the frame rate universally to a graphic feature (that still takes a great deal of effort to code) that can be turned off so you can see your opponent when they can't see you (which makes the eye candy that took all that effort to code a complete waste of time).
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Rise of Flight...from about 1min 36 sec to 2 mins Im in clouds on the video I jumped this guy from a thick layer at 5K, spotted the flight through breaks.
I don't know, I didn't really see a puffy cloud from the outside that you flew into the inside.. I just kinda saw a sudden drop in fog distance and then a temporal variation. AH already has fog distance built in- you can play with it off line under Arena Setup/Environment/Ranges. Maybe HTC could keep the current clouds, but dynamically vary fog distance when the client detects you're inside a cloud. Of course, detecting when you're "inside" a cloud might not be trivial.
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We do need some new clouds. Then we can call some people Cloudtards/Cloud monkey. :lol
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:rofl