No not the Skids version, but some typhoons doing there low level through the Welsh valleys
Stevie
No not the Skids version, but some typhoons doing there low level through the Welsh valleys
Stevie
Thanks for the link Stevie…cool and very impressive video
Looking videos like these i always wonder if sim devs ever watch them. You can clearly see how everything is clearly visible and sharp, also visibility of the lead plane is crystal clear even on camera lens (at those few times it was not too close), you can only imagine how much better it is visible to human eye inside, and that is perspective sims are suppose to stimulate.
Yet in all sims I ever played you struggle to distinguish any ground detail making it hard to see landings and other target structures, other planes in sky are all but tiny black dots, etc…
I simply can’t understand why in sim games ground details are not made sharper with more contrast to simulate this, and even more so, why are all planes always black pixels except on ridiculous close ranges? I’ve just seen a civilian helicopter pass minutes ago on landing approach to airbase kilometers away from office building I am at and I can clearly see colors and stripes on it from a very far away.
For example on over 300m down the road way below my office I can see licence plate on a car (can’t read it but I see it), yet in IL2 on 300m you will see black or greyish 5 pixels that barely give out silhouette that it actually is a plane (think I’d replace it for an eagle or any other bird with larger wings if game had any :)).
Somebody pay these guys a trip to some airshow or a red bull air race and don’t give them any optics for the duration so they can get the perspective, because as it is now, distance sizing seems wrong in all these sims
Great link, thanks Red.
And I hear you Cyclops, though there are always display resolution and PC power limitations.
I still think scaling with distance can be done much better and so can graphics in general with nowadays hardware.
They have great talent for physics modeling, maybe they need to hire more help for gfx and it’s optimization. After all, sim game need to last at least twice as long as your average FPs game to pay up and grow.
Hardware change a lot in that time, so adding stuff that pushes limits and only enthusiasts can use or barely use at launch but everyone will be turning on in options in upcoming years is a good idea in my opinion (people just tend to be whiny when they can’t max out gfx at launch, so hiding some options and bringing them up in later patches might also be good approach :)).