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J-Hat's Stuka Shipping and 110 Blitz


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  • Team Fusion
Posted

Another VR-based recording from the Work-In-Progress beta of our upcoming Virtual Reality Visual Update which, upon release, will be automatically installed into everyone's copy of Blitz or Blitz + Tobruk via Steam. Cost: Free. 

 

There is some stunning footage of a Stuka attack on Allied shipping in the Thames, then we jump into a Bf110 to stave off intercepting RAF Hurricanes and Spitfires. Buckle up!

 

Thanks, J-Hat!

 

https://youtu.be/z52C0QWnQao

  • Like 16
343KKT_Kintaro
Posted

Thank you J-Hat and Riley. Is this vegetation visible in the video the implemented objects from SpeedTree 8.0 and 9.0?

 

 

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  • Team Fusion
Posted
1 minute ago, 343KKT_Kintaro said:

Thank you J-Hat and Riley. Is this vegetation visible in the video the implemented objects from SpeedTree 8.0 and 9.0?

 

 

re SpeedTree 9.0 - not implemented yet.

  • Thanks 1
Posted

Best yet,

                 Can see the hours pass with me in that VR situation, its coming along nicely, tension at the end in the hope you made it across the channel.

 

                                       PS                    Glad you missed the cows.

  • Like 1
  • Haha 1
9./JG52_J-HAT
Posted (edited)

@Mysticpuma

 

This was recorded on a 13700KF (5.3GHz) 4090 32 Gb 6000 using a G2 with 100% SteamVR resolution, game settings pretty much on max (no anti-aliasing needed at this resolution, building distance set to near - game default is very near, far static shadows off and building details maybe high and very far, don‘t remember exactly).

 

Thanks, @timothy55. Yeah, when I saw my rpm got stuck in the port engine I started to think I wouldn‘t make it… to my surprise the starboard engine quit first though ?

At least I reached land, even though that meant being capturing by an English farmer. 
 

In these flights I tend to fly a little less cautiously, otherwise they would be simply too long. And messing around in a 110 with 12 RAF fighters around you is kinda risky…

Edited by 9./JG52_J-HAT
  • Like 2
Posted

Another great effort @9./JG52_J-HAT. Thank you. 

 

Hopefully TFS can find solutions for the slow exploson/dispersement annimations. Seems they work at half to a quarter of the speed they should. 

 

In a couple of the videos Ibe noted that you pull back the view distances and far shadows (understandable in VR). Has the beta progressed to incorportate the increased object view distacnes yet and, if so, whats the impact on performance in 2D? 

 

Cheers again for taking the time.to produce a well rounded video. In the absence of much from TFS official or any other testers (I know - their joib is to test no make videos) you are doing a sterling job on Clods PR!

 

 

  • Upvote 1
9./JG52_J-HAT
Posted
53 minutes ago, BOO said:

Another great effort @9./JG52_J-HAT. Thank you. 

 

Hopefully TFS can find solutions for the slow exploson/dispersement annimations. Seems they work at half to a quarter of the speed they should. 

 

In a couple of the videos Ibe noted that you pull back the view distances and far shadows (understandable in VR). Has the beta progressed to incorportate the increased object view distacnes yet and, if so, whats the impact on performance in 2D? 

 

Cheers again for taking the time.to produce a well rounded video. In the absence of much from TFS official or any other testers (I know - their joib is to test no make videos) you are doing a sterling job on Clods PR!

 

 


 

There are 4 distance settings for ground render distance (buildings, trees are the ones I noticed, maybe there are other things affected too).
The game currently uses Very Near, I am using Near, which is I‘d say 50% more already and then you have the other two (Far, Very Far).
Once you go up with them it may become a strain on the CPU if it is already loaded with a lot of planes and VR.


But for example, if I set it to Very Far, which is basically London being shown all at once, I can still stay above 120 fps in 2D in one of our reference scenarios (London low level, no AI, no Flak). In what we have now (Very Near) or Near or even Far in 2D it doesn‘t drop from my max refresh rate at all (144 fps)…

 

Far static shadows have always been off for me. I think they are not noticeable (for me) and usually kill fps in any situation. Also building details being too high are not worth it. This hans’t changed from the stable version or non-VR.

 

I am basically using the same settings I have in stable, except for the Near instead of Very Near and turned off antialiasing a few days ago since I found I didn‘‘t need it with the headset.

 

But I am confident TFS will still optimize stuff before it gets released. They‘ve done a stellar job so far.


Also the water behavior has been reported. We haven‘t had a newer test version yet with major changes, so that‘s why most of the „beta“ things you see are present in all the videos from the last few days.

  • Thanks 1
Posted
8 minutes ago, 9./JG52_J-HAT said:

But for example, if I set it to Very Far, which is basically London being shown all at once, I can still stay above 120 fps in 2D in one of our reference scenarios (London low level, no AI, no Flak). In what we have now (Very Near) or Near or even Far in 2D it doesn‘t drop from my max refresh rate at all (144 fps)…

J-Hat, if possible, would you be able to share a 30 second video of London with the render bubble set far? 

Would love to see London without the render bubble having objects pop into view. This would be really impressive to see. 

Also the same over the English or French landscape? 

 

Would just love to see a landscape without the popcorn effect as this is something I am really looking forward to in the graphics update. 

 

Cheers, MP

  • Like 1
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9./JG52_J-HAT
Posted
54 minutes ago, Mysticpuma said:

J-Hat, if possible, would you be able to share a 30 second video of London with the render bubble set far? 

Would love to see London without the render bubble having objects pop into view. This would be really impressive to see. 

Also the same over the English or French landscape? 

 

Would just love to see a landscape without the popcorn effect as this is something I am really looking forward to in the graphics update. 

 

Cheers, MP


I think I can do that (or even a proper London intercept / attack video) and submit to Riley / TFS for approval!

 

 

 

 

  • Thanks 3
Posted
3 hours ago, 9./JG52_J-HAT said:


I think I can do that (or even a proper London intercept / attack video) and submit to Riley / TFS for approval!

 

 

 

 

I really hope what you are doing is being appreciated by TFS and not just Snapper. In 3 videos and a little forum interaction you and Snapper have given Clod some of that "Jason Factor"  BOS used so effectively to its advantage. Add Pattle and MysticPuma back into the mix and its a dream team. 

  • Like 2
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  • Haha 1
  • Upvote 1
Posted

The building render bubble always used to be noticeable in that the shape rendered in textureless/taking the ground texture at first, and then beginning to load LOD textures as you got nearer. Does that still happen? The render distance on the harbour areas also used to be a bit odd, you'd see the dot of a ship, before the quay side between you and the ship rendered in blocking the view. Is that still a thing?

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LLv34_Flanker
Posted

S! 

 

Re: settings. I use low detail on buildings. I do not see the benefit of having building detail any higher than low. Visually hard to spot the difference while zooming by nearly 500km/h :)

  • Team Fusion
Posted
On 11/22/2022 at 2:34 PM, 343KKT_Kintaro said:

Thank you J-Hat and Riley. Is this vegetation visible in the video the implemented objects from SpeedTree 8.0 and 9.0?

 

 

No... Speedtree 8/9 has not yet been implemented in the VR Beta.

  • Thanks 1
343KKT_Kintaro
Posted (edited)

Thank you Buzzsaw. My understanding is that the installed midware will be the one of version 9.0, but with objects (plants, trees, whatever) coming from version 8.0. Is that correct?

 

(objects from version 8.0... but some (or plenty?) from version 9.0). Well, I think you got it.

 

 

Edited by 343KKT_Kintaro
  • Team Fusion
Posted
9 minutes ago, 343KKT_Kintaro said:

Thank you Buzzsaw. My understanding is that the installed midware will be the one of version 9.0, but with objects (plants, trees, whatever) coming from version 8.0. Is that correct?

 

(objects from version 8.0... but some (or plenty?) from version 9.0). Well, I think you got it.

 

 

Yes.  Version 9 tree/plant library is not completed by Speedtree.

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