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AuthorTopic: graphics extender  (Read 56448 times)

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hguderian

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Re: graphics extender
« Reply #576 on: May 07, 2019, 06:52:36 AM »

Hi slibenli,

I've quickly try build 207716147 and yes it work.

However when I look at land or small towns fps goes from 25 to 39 max.

I don't know if this is normal.

Without this essential mod I've in the same condition an average rate of 48/50 and over to 60 fps.

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slibenli

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Re: graphics extender
« Reply #577 on: May 08, 2019, 03:08:07 AM »

Hi slibenli,

I've quickly try build 207716147 and yes it work.

However when I look at land or small towns fps goes from 25 to 39 max.

I don't know if this is normal.

Without this essential mod I've in the same condition an average rate of 48/50 and over to 60 fps.

Yes it's normal
I have a similar framerate drop.
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Pequod

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Re: graphics extender
« Reply #578 on: May 12, 2019, 10:10:50 AM »

Log created by debug build:

mediafire.com/file/qf0cgy2ex98y8aw/il2ge.log/file

I have a question by the way. I'm know It's been asked and answered before, but I'm sure we all thought something like ILGE wouldn't be possible a few years ago. Well, the question is: is self-shadowing possible in IL-2 1946?
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chameleon

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Re: graphics extender
« Reply #579 on: May 13, 2019, 10:15:02 PM »

Do you read my previous message? I may have errors in my english (russian my native lang)

Now bugs.

Running on Radeon 580 with Mesa-LLVM in Wine (il2ge insert as Native) I have these artifacts on land (map_c) - lines, river errors and map boundary as rim of land.

IL2GE.Log:
http://www.mediafire.com/file/r6219hh0uld2s2l/il2ge.log/file
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slibenli

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Re: graphics extender
« Reply #580 on: May 15, 2019, 06:06:56 AM »

Log created by debug build:

mediafire.com/file/qf0cgy2ex98y8aw/il2ge.log/file

I have a question by the way. I'm know It's been asked and answered before, but I'm sure we all thought something like ILGE wouldn't be possible a few years ago. Well, the question is: is self-shadowing possible in IL-2 1946?

I still can't see what the exact problem is, but I have a vague idea what it could be.
I have a possible fix in the works.

About self shadowing: The question isn't really whether it is possible at all, but how much effort/time it takes.
I doubt that I can do this on my own.
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slibenli

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Re: graphics extender
« Reply #581 on: May 15, 2019, 06:36:30 AM »

Do you read my previous message? I may have errors in my english (russian my native lang)

I'm sorry - I forgot to answer your previous message. I'm not sure if auto-generated detail is a good idea. I'd rather add functionality to add detail based on real height data.
My plan ist to add support for the tool that Stainless is developing: https://www.sas1946.com/main/index.php/topic,60267.0.html.
A higher terrain resolution will also need extensive changes to the engine as the 200-m resolution is hard-coded in many places (I think).

Now bugs.

Running on Radeon 580 with Mesa-LLVM in Wine (il2ge insert as Native) I have these artifacts on land (map_c) - lines, river errors and map boundary as rim of land.

Yes, there are some long standing bugs concerning map_c, I will take a look at those eventually.
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carsmaster

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Re: graphics extender
« Reply #582 on: May 16, 2019, 04:05:55 AM »

A higher terrain resolution will also need extensive changes to the engine as the 200-m resolution is hard-coded in many places (I think).

1. 200-m resolution hardwired in Java classes
2. 200-m resolution hardwired in DLL.
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chameleon

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Re: graphics extender
« Reply #583 on: May 16, 2019, 05:16:44 AM »

I'm not sure if auto-generated detail is a good idea. I'd rather add functionality to add detail based on real height data.
My plan ist to add support for the tool that Stainless is developing: https://www.sas1946.com/main/index.php/topic,60267.0.html.
A higher terrain resolution will also need extensive changes to the engine as the 200-m resolution is hard-coded in many places (I think).

There is an army saying "while enemies draw maps, we manually change the terrain".
I want to say, that real height data authentic for the present, not for different date, especially during and after combat operations

About 200-m resolution in hard-code... I have a sources of 4.09 version, and i see in it 200.0f (implied meters) in different places and constant in Landscape.java
Code: [Select]
 public  static  final  float  PixelSize =200.0f; public  static  final  float  PixPerMeter =0.0050f;I don't know more about it.
Probably you're right.

Quote
Yes, there are some long standing bugs concerning map_c, I will take a look at those eventually.

I wish you success, luck and pleasure from this business.
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slibenli

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Re: graphics extender
« Reply #584 on: May 16, 2019, 05:42:38 AM »

A higher terrain resolution will also need extensive changes to the engine as the 200-m resolution is hard-coded in many places (I think).

1. 200-m resolution hardwired in Java classes
2. 200-m resolution hardwired in DLL.

So what would be needed is:
• Change of the Java code
• Maybe it will be sufficient if il2ge overrides all the native methods of il2.engine.Landscape.
This means that il2ge also needs to render:
• runways
• trees
I don't know in what file format those are saved - msh?

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slibenli

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Re: graphics extender
« Reply #585 on: May 16, 2019, 06:06:53 AM »

I'm not sure if auto-generated detail is a good idea. I'd rather add functionality to add detail based on real height data.
My plan ist to add support for the tool that Stainless is developing: https://www.sas1946.com/main/index.php/topic,60267.0.html.
A higher terrain resolution will also need extensive changes to the engine as the 200-m resolution is hard-coded in many places (I think).

There is an army saying "while enemies draw maps, we manually change the terrain".
I want to say, that real height data authentic for the present, not for different date, especially during and after combat operations

I'm not sure what you mean, but I think that the resolution of available height data isn't high enough to make much difference beween current and historical.
Of course it is possible to add additional detail, autogenerated or manually, but I consider that low priority.

Quote

I don't know yet
Edit: I don't know how the curved road tool works, but il2ge should be able to do something similar. Just don't count on it
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chameleon

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Re: graphics extender
« Reply #586 on: May 16, 2019, 11:14:54 PM »

I'm not sure what you mean, but I think that the resolution of available height data isn't high enough to make much difference beween current and historical.

I think that sometimes there was a big difference. but it is not so important. Because...

Quote
Of course it is possible to add additional detail, autogenerated or manually, but I consider that low priority.

Deepest respect to you for this

Quote
I don't know yet
Edit: I don't know how the curved road tool works, but il2ge should be able to do something similar. Just don't count on it

OK

Quote
So what would be needed is:
• Change of the Java code
• Maybe it will be sufficient if il2ge overrides all the native methods of il2.engine.Landscape.
This means that il2ge also needs to render:
• runways
• trees
I don't know in what file format those are saved - msh?

Roads and railways are textures on terrain, if i understand correctly.
Trees are more difficult objects, may be mesh(msh).
I see il2 sources and game and try to answer you.
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Alex840

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Re: graphics extender
« Reply #587 on: May 17, 2019, 12:25:24 PM »

Entering in the landscape engine discussion, i would like to ask a question that disturbs me since the most early days i started to play Il-2: It's possible to modify the sky rendering for real stars positions in the sky, based in real celestial dome rotating according to time (earth's rotation movement) and based in the latitude of the map (DECLIN parameter)?

It would be great to give immersion to night missions.
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