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Vorondil

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  1. My guess is that it's probably a "cube map", which is a generic and static image used to make shiny objects look pretty and reflective, while also keeping rendering costs very low. It has been used everywhere in games the last decade or so for shiny objects where you don't need the image to be absolutely perfect or up-to-date. Example.
  2. I would not under any circumstance make an extended partition built from a mix of SSDs and mechanical drives. The performance, durability, and other details of the drives are to different in my opinion. You will essentialy end up with what is sometimes called a Software JBOD, which carries various risks in the future. Much simpler is to just move your steam folder games to the E drive. I assume since your computer is somewhat new, that your E-drive still has alot of space left. Steps: On your E-drive, create a folder structure such as 'E:\Games\SteamGames\' to store your games in. In Steam: Click Steam > Settings > Downloads > Steam Library Folders. Add a Library Folder pointing to your newly created E-drive folder with the buttons presented in that window. For every game that you wish to move to E: Right click the game in your game library > Properties > Local Files > Move Install Folder... Select destination folder in the drop-down and click 'Move Folder'. Et Voilà, you're done. A guide elaborating on the above. https://www.howtogeek.com/269515/how-to-move-a-steam-game-to-another-drive-without-re-downloading-it/ I'll add that, since an SSD has much faster read speeds than a Mechanical Drive, you might want to leave some games on C: where you feel that the faster load times warrants the cost in storage space on that drive. The benefits of fast read speeds in a game usually are: Faster startup of game; Faster Map-loads and, in some cases where the game uses streamed content* this might be noticeable through less stutters and faster object-loads in levels. This last point though is almost irrelevant, as any game dev worth their salt will use RAM for asset storage, and will adapt the game to work well with normal Hard Drive read speeds. You will almost never see an FPS increase from using a faster hard drive. In the very few cases this happens, the problem is usually a poorly coded game. *such as video textures, music, certain large sound files, pre-rendered cutscenes etc.
  3. and others... I toyed with the contrast of the image a bit in Photoshop, but I am unable to perceive whether or not there might be a hatch there. I suspect though that what most here see, of those that feel they see something, see bands and fields caused by the somewhat heavy JPEG compression this image has been subjected to. There are a lot of compression artefacts in the image, such as edge noise, flattened colour fields, and 'compression squares'. This does not mean however that there is no hatch there, just that I don't think any is visible in the image. There are ways to model 3D gemoetry so that a hatch and its corresponding fuselage hole are not merely snug-fit, but a mathematically perfect fit, where the edges of any hatch are mathematically equal to the edges of the hole. It then depends on how the engine/tool renders such edges, how ambient occlusion is applied et cetera. =)
  4. With DX11 ocean surfaces should be a breeze, relatively speaking. Rendering water and oceans is one of the go-to baseline things that can be done with the DX11 pipeline. If I remember correctly, It is almost entirely done in the graphics card (DX11 geometry shaders and tesselators, etc), with the CPU only taking care of an overall layout, and surface-to-ship physics interactions. Some videos and tech stuff.
  5. A lot has been said already, but maybe I can add some insight into textures and normal maps*, as I have some background in hobbyist 3D-modelling, game programming, and texturing. In short, a 4k texture is a texture map with dimensions of 4096 x 4096 pixels. It seems IL2:BoS current textures are of the 2k standard, or 2048x2048 pixels. I other words, a plane's texture can now contain 4 times the amount of detail (and data) per texture (or twice per side of texture) compared to previously. The effect this has is simply, that planes using a 4k texture will look twice as 'crisp and clear' in terms of visual surface details. When speaking of a Diffuse Map (the texture layer containing colour details, markings, and such features) things like panel lines, rivets, high-contrast borders between the colour fields of markings, tail numbers and such things will be more sharply defined. This is especially apparent when zooming in quite close. In terms of Normal Maps*, an increase from to 4k allows for more sharply defined specular highlights, a smoother surface illumination on features meant to look rounded, and crisper surface shading on features meant to be sharp. What is a Normal Map* then? It is a texture layer, where every texel's RGB colour value directly encodes the XYZ value of that particular point on the plane's 3D-mesh. It is used for lighting and shading, and adding details onto a surface without having to model that detail with 3D-geometry. For example, Instead of 3D-modelling every rivet and panel line on a plane's wing (which would be resource-heavy), they are added in the normal map. The graphics card then applies highlights and shades in order to make that feature look 3-dimensional, when it is actually flat. The same functions can also make corners of 3D-meshes look rounded, without using extra polygons. Thus for example, the outer thread on a tyre, or the round profile of a oil barrel, can look round in terms of light reflection and shading, while actually being somewhat edgy in terms of 3D-mesh. Do note however, that Normal Maps do nothing in terms of rounding the actual mesh of the object. When looking at edges from a shallow angle, they might still look quite sharp and edgy, as Normal Maps do not change the outline of the mesh. That's a job for Displacement Maps and Tessellation, which requires DirectX11 or later. *The word Bump Map has been used in posts above and in other writing, but this appears incorrect. While Bump Maps and Normal Maps do a similar job in terms of adding surface detail through shading, there are distinct technical differences. What I see in the game folders are Tangent-Space Normal Maps, not Bump Maps. Bump Maps are typically greyscale images that fake surface details by encoding a directionless surface height changes in the face of the 3D-models mesh. In other words, they are very similar to height maps. A Normal Map however, uses the RGB channels of the texture to encode the XYZ values of a surface-relative vector for every texel. These XYZ-vectors are noticeably better at emulating say, rounded edges and surfaces, and are (generally) a wee bit faster than bump maps when computing surface illuminations and specular highlights. This is because such lighting is calculated by using a surface point's normal vector, which in the case of a Normal Map can be read directly from the colour data. In the case of a Bump Map, the surface normal would have to be calculated by analyzing neighbouring texels. P.S: Another possible use of an increase to 4k could be, to hypothetically improve on the relative texel density between say, small planes and large bombers. If a smaller plane (such as the I-16) uses a 2k texture, and is placed next to a very large plane (let's say... an Me-323) that also uses a 2k texture, the larger plane's texturing will appear less clearly defined, because the 2k texture is stretched over a larger surface area. Using 4k textures on large planes would improve on that. P.P.S: I'll also add that, because it came up above, and for sake of fullness; The term '4k' in terms of texture dimensions at 4096x4096 texels, has no connection to the '4k' used by TV and monitor companies to represent a [16:9] screen size of 3840x2160 pixels. ^^'
  6. I have the Logitech G940 as well, and as far as I can see, it's not directly possible with Logitech's control software or the in-game settings to do this with the ministick. Instead, I've (earlier this evening actually) used third-party software to do so. I'll elaborate on this solution if you're curious, or if anyone else out there has the same problem. =) 1. Go to http://joytokey.net/en/ and download the latest version of the software JoyToKey, and unzip on your computer. (It is a piece of rather unobtrusive shareware without any forced functional limitations, in case you're worried about such.) 2. Start JoyToKey.exe 3. (Optionally) Rename the initial profile to 'Disabled' and make no further changes to it. I do this just to have a way to disable JoyToKey without closing the program. Do whichever you prefer. 4. Go into Settings > Preferences... and ensure that the option "Disable emulation of key/mouse assignments" is unchecked. 5. Create a new profile, name it "IL-2 Stalingrad" or whatever you prefer, and click it to ensure that the profile entry is highlighted in blue. 6. Open the 'Options' tab. Set the option Show/Hide Buttons > Stick/POV to "Show all axes (8 way + POV x 4)". 7. On the 'Joystick 1' tab (assuming the G940 stick is the #1 game device on your system) there are many entries for axes and buttons. Those labeled Slider1 and Slider2 should belong to the ministick. For each of these four entries you must: a. Double click the entry to open the Assignment-window. b. Click the Mouse button up top. c. Set one of the two Cursor Movement sliders to a power of your preference. The four entries correspond to the ministick as below, with my settings for them. Slider1(<0) - Mouse: Up (80) = Ministick: Up. Slider1(>0) - Mouse: Down (80) = Ministick: Down. Slider2(<0) - Mouse: Left (80) = Ministick: Left. Slider2(>0) - Mouse: Right (80) = Ministick: Right. I felt that setting the movement speed to 80 was about right, and you can test the mouse emulation immediately after clicking OK for any of the entries, and you can experiment to find a speed setting which suits you. After this you don't need to do anything else. I myself use this software only for the purpose of mouse emulation, as I find Logitech's control software (with its three-mose-switch and shift-button support) plus in-game settings to fulfill my other needs. =)
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