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Listing of sites with BoS screenshots available?


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Posted

Does anyone have a listing of different sites 9 other than here that is)that have shown screenshots of BoS? I know they have shown up elsewhere & would love to have a look at them -I bet I'm not the only one!! ;)

Posted

I have collected all the screenshots released so far in a simple imgur album. Not sure if that's what you are looking for, but the album is here: http://imgur.com/a/Yp8bn

Posted

I have collected all the screenshots released so far in a simple imgur album. Not sure if that's what you are looking for, but the album is here: http://imgur.com/a/Yp8bn

Yes ,exactly- there were quite a few i hadn't seen- thanks!

Posted

I have collected all the screenshots released so far in a simple imgur album. Not sure if that's what you are looking for, but the album is here: http://imgur.com/a/Yp8bn

You have a lovely collection of screenshots!

Posted

Thanks for doing that  :salute:

Atomic_Spaniel
Posted

NIce! Quite a few I hadn't seen. 

Posted

I had seen most of them apart from the one of the bailing pilot in mid-jump. That looks every bit as good as ClOD, despite the (presumed) lower poly-count.

Posted

Nice album, great resource for us all, thank you!

I had seen most of them apart from the one of the bailing pilot in mid-jump. That looks every bit as good as ClOD, despite the (presumed) lower poly-count.

Should be worried?

Actually yes, BoS screens/movies always look "simplier" than CoD (not just talking about cockpits) . Engine limits? I don't know, but I hope we're not going to get a "poor" sim!

Posted (edited)

Should be worried?

Actually yes, BoS screens/movies always look "simplier" than CoD (not just talking about cockpits) . Engine limits? I don't know, but I hope we're not going to get a "poor" sim!

 

I wouldn't fret if I were you. As an avid RoF-player I find the quality of the visuals to be more than satisfactory. What's more, RoF runs very well on most medium range machines, without much downgrade in quality. BoS will use an upgraded version of the Digital Nature engine, which promises even better and more detailed visuals.

 

That being said, BoS won't have quite as detailed graphics as ClOD. That hasn't got as much to do with engine limitations as with priorities: In RoF a lot of CPU power goes into the awesome DM and FM, where the exact same physics apply to all aircraft, AI and player controlled alike. BoS will have a superior sound design and will devote a great deal of the GPU to dynamich shadows and image processing to make textures, bumbmapping and dynamic shadows work together to create a realistic looking environment.

 

IMHO the Digital Nature engine has proven much better than the ClOD enginbe at balancing realistic physics with a realistic look and good performance. It can't promise you quite the same level of detail, but it will give you a much better balanced and more immersive impression.

 

To me there "scoreboard" looks like this:

 

ClOD:

 

Higher poly count overall

 

Slightly more detailed cockpits

 

More detailed ground objects

 

More detailed terrain (but not necessarily better looking)

 

More detailed controls (which is the only area, where I feel that ClOD will be truly superior to BoS)

 

Slightly more detailed complex engine management

 

RoF/BoS:

 

Overall more realistic looking models (even with lower poly count)

 

Superior damage model (plus, you can actually fly into trees)

 

Far superior flight model with a distinct lifelike "feel" to flying and the AI using the same FM completely unaltered

 

Far superior sound design

 

Far superior performance in almost any system. RoF is relatively bug-free compared to ClOD.

 

Far, far, far superior draw distance transitions (nothing in RoF ever "pops" into view, much unlike ClOD)

 

Bumb mapped terrain (BoS only, will likely be ported to RoF later)

 

More realistic modeling of ground and mid-air collisions

 

More realistic modeling of certain technical details (such as gun synchronization, which is very well done in RoF) 

 

Things that "the jury is still out" on:

 

Particle effects

 

Representation of "human" effects such as blackout/redout, involuntary head movement under G-forces and wound-effects.

 

Customizable skins and markings (ClOD wins here compared to RoF, but BoS might do things differently.

 

Ballistics model

 

Radio chatter and overall communications (I honestly think ClOD is worse than the old IL2 in this regard, but the non-verbal comms system in RoF is extremely basic and will likely be completely different in BoS)

 

 

As you can see, there are upsides and downsides to the Digital Nature engine, but I definately think, that it's the right choice to built on an engine that has proven itself over 4 years of intense development of RoF.

Edited by Finkeren
Posted

 

RoF/BoS:

Far superior performance in almost any system.

RoFs performance depends a lot on the mission though.

If you have 30 AI planes or many ground units, performance can suffer quite a bit.

 

So i'm very curious how BoS will run with a lot of AI units around. I hope they made some improvements in this area.

Posted

RoFs performance depends a lot on the mission though.

If you have 30 AI planes or many ground units, performance can suffer quite a bit.

 

So i'm very curious how BoS will run with a lot of AI units around. I hope they made some improvements in this area.

 

I personally have not experienced many performance issues in handlings lots of AI planes, but I know some people have. It's to be expected, when the AI makes use of the same complex FM, DM and CEM, that a human player does. But ofc I hope for improvements in BoS as well.

 

However, when comparing RoF to ClOD it's not even close. ClOD had dismal performance at launch, and even though there have been much improvement in that area, performance is still sub-par, at least on my PC. I still can't handle large formations of bombers without significant frame rate drops.

Posted (edited)

I had seen most of them apart from the one of the bailing pilot in mid-jump. That looks every bit as good as ClOD, despite the (presumed) lower poly-count.

 

There is a video demonstrating the bail out. Keep in mind that this is also an early alpha, but I did like the implementation  :)

Edited by Sim
Posted

There is a video demonstrating the bail out. Keep in mind that this is also an early alpha, but I did like the implementation  :)

Thanks for sharing this bail out video.Something like this was promised in CloD , but unfortunately left on the cutting room floor.

Posted

Yeah, that looked pretty good.

 

Not too many "bells and whistles" (we don't actually see an animation of the pilot pushing himself out of the cockpit, and he does seem to clip the plane somewhat) but IMHO, that's really all that's needed. The important thing is, that you get the sense, that the pilot is a real object, and not something that just "spawns" underneath the plane, when bailing out.

Stab/JG1_Britchot
Posted

Great collection of backgrounds, thanks for sharing!

Posted

You guys have that keen of an eye to count the polys?

 

You must see everything in wireframe.

Posted

You guys have that keen of an eye to count the polys?

 

You must see everything in wireframe.

It, pretty easy to spot by looking at the outline of objects and the way circular objects, such as wheels and cockpit dials, are rendered.

Posted

 

However, when comparing RoF to ClOD it's not even close.

Well, on my system, it's not exactly close either, but unfortunately the other way around.

 

That CloD had a terrible "performance" (i wouldn't even call it that) at launch is true, but after the last official update, it runs extremely smooth.

 

But maybe ROF is just more CPU heavy and CloD GPU heavy, because my CPU is definately the bottle neck of my system. Or something is just wrong with my ROF configs.

 

But anyhow, i guess comparing those two makes not release sense anyhow, not even comparing them to BoS without knowing what kind of improvements have been made exactly.

Posted (edited)

It, pretty easy to spot by looking at the outline of objects and the way circular objects, such as wheels and cockpit dials, are rendered.

 

Poly count is the object as a whole, not just certain aspects. You can obtain circular wheels by using less polys elsewhere, or less circular wheels and using more polys elsewhere.

 

You'd really need the objects in a render to compare them. Otherwise, photoshop! I know because, pixels!

Edited by FuriousMeow
Posted

Poly count is the object as a whole, not just certain aspects. You can obtain circular wheels by using less polys elsewhere, or less circular wheels and using more polys elsewhere.

 

You'd really need the objects in a render to compare them. Otherwise, photoshop! I know because, pixels!

Obviously I've not done an actual poly count. It's just a rough estimate based on the way things like small details are rendered in ClOD and RoF and compared with the few images we have of BoS models.

 

If I'm completely wrong on the respective poly counts, I'm happy to be corrected.

Posted

Only those with access to the modelling tools knows.

 

I don't understand the point of even comparing the two titles. One is where it's at and will remain that way because it can only be modded so far.

 

The other has a future as long as it's supported.

 

Also, two different fronts/battles/timeframes.

Posted

I wouldn't fret if I were you. As an avid RoF-player I find the quality of the visuals to be more than satisfactory. What's more, RoF runs very well on most medium range machines, without much downgrade in quality. BoS will use an upgraded version of the Digital Nature engine, which promises even better and more detailed visuals.

thank you for the detailed reply. I feel reassured. Well for sure I will keep my copy of CLOD installed, now that its properly patched it just looks majestic and runs soooo smooth.

Posted

Hmmm, maybe I should re-install ClOD and give it one last chance?

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