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Posted (edited)

I've been a fan of the series ever since the days of Rise of Flight

The new game has enormous potential - good and very good (flight models, aircraft systems simulation, the damage model, multiplayer gameplay, server-side AI simulation, sound design,UI, key bind,  ground objects, the new ground physics, wether atmo and the overall gameplay package).

However, the developers still have quite a bit of work to do adapting the game world engine, which was originally built for WWI, where its limitations and optimization issues were far less noticeable.

In WWI, aircraft rarely flew above 5,000 meters, and their speeds were relatively low, so these technical limitations were effectively hidden from the player's experience.

I'm talking about blurry terrain textures, overly aggressive terrain LOD that oversimplifies hills and mountains, disappearing roads and rivers, and the slow streaming of objects and large groups of objects such as entire towns and cities.

In GB WWII, where aircraft fly much faster and at higher altitudes, these engine limitations become much more apparent. You can clearly see in GB blurry terrain textures, roads and rivers disappearing in the distance, and Mission Editor objects only becoming visible once you're much closer to them, especially from higher altitudes.

These limitations are still present in Korea, but there's also a new issue. When flying a jet at very high speed over an airfield with static aircraft, those aircraft literally pop into view right in front of your nose. If you're flying a Mustang instead, you probably won't even notice it because of the much lower speed and sufficient time  to draw them.

The game clearly has problems with object streaming on speed and an overly aggressive terrain texture LOD and geometry system seen from high altitude. I was really hoping these issues would be addressed in the new project, Korea, and that these engine limitations would finally be removed.

On top of that, I also hoped that dust, smoke, and other particle effects would look better, were more randomized and persist for longer. Particle effects can affect performance, but they are essential for creating an immersive ground war experience. For example, the large columns of smoke over GB Stalingrad looked fantastic and added a great deal to the atmosphere. Even more impressive, those massive smoke columns had virtually no impact on performance on my system. Why not build on that technology by making it dynamic, scalable, and attached to objects?

BTW i think the plane high speed ground crash and explosion is just place holder because it looks bad and could use this new dynamic crater - ground deformation.

As things stand today, I'm still looking forward to seeing these issues addressed and the game further polished. 

Edited by Husar
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