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Post  Wolverine Fri Apr 13, 2012 8:56 am

For immediate release! Patch info concerning the upcoming graphics engine remake patch to be released (hopefully) in the last half of April:

Good day everyone!

We're very glad to announce that the beta patch is largely done. It's going into wide internal testing today, which will last through the weekend and probably a couple of days more. After we make sure nothing is amiss, we'll make the beta patch available to everyone

We're ready to release details on some of the improvements you'll see in the patch. Here we go:

Performance

We've performed a huge amount of work improving both average and minimum FPS in the game. Most recommended-spec machine will see a roughly double average FPS and a significant reduction in the micro-freezes that had previously plagued the game. Their frequency, duration, and overall FPS impact will be greatly reduced or completely redone.

Some of the changes include:

• Completely rewritten rended pipeline, which reduced CPU load;
• Rewritten texture manager, reducing stutter when loading new textures;
• Moved landscape geometry generator to its own CPU core, reducing stutters;
• Optimized tree code, reducing stutters when moving across landscape or rotating camera;
• Moved grass generator to its own CPU core, decreasing stutters during low-level flight;
• Moved all building and vehicle damage models to be pre-loaded, rather than dynamically loaded when they are destroyed. This increased mission loading times and memory usage, and reduced stutters when blowing things up;
• Improved multithreading in many other aspects of the code, improving minimal FPS on most multicore machines.

Finally, we need to mention the launcher.exe crashes. This was a very hard issue to address as it wasn't caused by a single 100% reproducible bug, but rather rare combinations of various uncommon events. The work described above, coupled with a huge volume of general bug-fixing performed, should have at least minimized the number of instances that lead to crashes. We haven't encountered one in months, but determining whether that'll be the case for the general player base will be one of the leading goals for this beta test.

Flight Model

We've performed a tremendous amount of work testing and improving flight models in the game, as well as improving various aircraft engines. We used actual pilot's notes and flight testing data during the process (thank you Sean!). Unfortunately some deeply-set limitations in the engine code do not allow us to minimize the margin of error at altitudes about 7 km (21,000 ft) where most aircraft begin to perform worse than their real-life counterparts. Fixing this requires more extensive code rework and will therefore only appear with the upcoming sequel. However at lower altitudes most flyables will perform much closer to real life. We also have to note that some aircraft, most notably Spitfire Mk.II, had better performance than the real thing. Others, especially their engines, had reduced performance. We've addressed these serious issues and made our planes fly much closer to the real thing.

More specifically:

G.50
Temperature models of the engine were wrong due to incorrect data. The engine could not get up to required power at all altitudes. We've also added +100 boost for WEP mode.

Spitfire Mk.II
The aircraft's speed performance was too good at all altitudes, sometimes 60 mph better than the real thing.

Spitfire Mk.I
Fixed the top speed dip above 18,000 ft.

Hurricane Mk.I
Speed performance was also too good at all altitudes, similar to the Spit II.

Blenheim Mk.IV
Had many problems with the engine model. The engine overheated at normal RPM, the plane could not get up to stated airspeed at all altitudes. Maximum allowed airspeed was too great, and the plane could get up to 560 mph in a dive. A huge amount of work was performed to improve the plane's FM and bring it up to speed.

For a better example, here's a comparison of the old and new speeds of the Fiat G.50. The data was taken by a special internal module that tests speeds at a range of altitudes using optimal engine settings. Human players will likely not be able to set their engine precisely the same way, or fly exactly level at the exact altitude, so testing this for yourselves may give you slightly different results. The vertical axis is the speed in kph, the horizontal is the top speed.


Artificial Intelligence

Partial list:
• Fixed some non-working orders, removed others from the list. There are no more orders available to the player that the AI does not follow.
• Added a request for available targets;
• Turned off friendly fire for ground battles (improving FPS);
• Added the ability to query current waypoint for scripts;
• Told AI pilots not to commit ritual suicide when their leader crash-lands;
• Fixed out of turn take offs for AI pilots;

And there's lots more!

Finally, we continue to introduce you to the upcoming sequels. Here's some more village landscapes, showing the few churches still left around 1940s Russia. Once again, these are all coming from an external team that is very eager to do a great job and please the community. We'd also like to remind you that parts of the landscape such as the grass and the trees are temporary placeholders and will definitely not be a part of the final landscape.

Have a great weekend!


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Post  Wolverine Fri Apr 13, 2012 1:17 pm

I must admit, I find it funny that in a game that is ostensibly about the Battle of Britain, a conflict in which the RAF deployed its fighters in mass numbers to take out enemy german planes that the 'huge amount of work' done on the FM for the very badly implimented RAF planes is on the BOMBER.

Our work is about to get harder, boys. The game won't crash, but I'm betting we will.
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Post  Hooves Fri Apr 13, 2012 1:26 pm

This may just send me back to 1946 for good bro. And you can see on the bannana forums, all the blues are licking their fuckin chops. What a god damned joke. I knew 1C favored the blues, but for fucks sake. I love how it's only important make the red planes realistic, while leaving blues as immortal rocket ships. Ill vote with my lack of presence on this one.
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Post  Wolverine Fri Apr 13, 2012 2:55 pm

I hear you. At first I wanted to rage about it a bit too, and you can see from my initial posts about it that I made myself heard.

I'll reserve judgement until I experience the patch, however. And, since no one seems to want to address the historical tactical implications that hindsight and human nature have on the online conflict, we may just convert 401 Squadron into a Spitfire IIa group if it comes to it.

I'm happy to concede that the 109 has technically superior handling characteristics if that's the reality of it. I'm tired of the back and forth on the issue. But they can't pick and choose what aspects of the Battle they want to have. 109s flew close escort to bomber groups as a result of a poor decision by Luftwaffe command. So they're not doing that in the game.

Well, we can do the same. If the Hurricane really was so bad against them then RAF fighter command will decommission construction of the Hurricane and get Canada to start building Spitifre Mk IIas on a wide scale to help bring up the numbers. Of course, since 401 is a Canadian squadron, who should receive the first new batch of IIas? No.401 Squadron, of course!

All that they're attempting to do now is simulate individual aircraft without any thought as to how that affects the online game. The online conflicts are non-historical, all of them, because tactics employed are part of history and have a significant effect.
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Post  Hooves Fri Apr 13, 2012 3:05 pm

Exactly, that is what is infuriating. All these blue tards wanna pick and choose realism as it benefits them. I can't wait to hear the arguments on the ATAG server. If were going to stick to realism, any 109 caught deviating from a set altitude away from bombers should be immediately re'spawned as a virtual court Marshall from goering himself. But you'll never see any blue agree to that.
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Post  Speed Fri Apr 13, 2012 9:25 pm

O.K. Senior members. What's the collective wisdom here on whether to download the beta or wait for the final. Or grasshopper, do we have a choice next time we log into Steam? Last time the update just happened.
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Post  Hooves Fri Apr 13, 2012 11:44 pm

if atag goes to the beta you will have to have it.


Last edited by Hooves on Sat Apr 14, 2012 3:10 am; edited 1 time in total
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Post  Wolverine Sat Apr 14, 2012 12:30 am

Steam will not do this patch. You will have to download it from the 1C forums. I will provide the link here when it is available.

I think everyone is going to apply this patch ASAP for the chance to get rid of launcher.exe crashes, so yes I would apply this patch as soon as you can when its avaliable.
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UPCOMING PATCH INFO! Empty No SLI/Crossfire X Support

Post  Speed Wed Apr 18, 2012 6:58 am

Not sure if you are following the 1C Maddox CoD formum but Luthier has confirmed that there is no multi-GPU SLI or Crossfire X support in the Beta patch. I'm happy that they opted to utilize multi core technologies to spread the load, but I'm sure many mid to upper range rigs are utilizing the multiple GPU setups so hopefully they do this for the final version. A sim of this quality should use all the GPU power aval today.
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Post  Wolverine Wed Apr 18, 2012 2:16 pm

dnr wrote:Not sure if you are following the 1C Maddox CoD formum but Luthier has confirmed that there is no multi-GPU SLI or Crossfire X support in the Beta patch. I'm happy that they opted to utilize multi core technologies to spread the load, but I'm sure many mid to upper range rigs are utilizing the multiple GPU setups so hopefully they do this for the final version. A sim of this quality should use all the GPU power aval today.

Multi-GPU setups, at least the ones that significanly trump single card solutions, are still relatively high-end users to my knowledge, and not a significant part of the playerbase.

People with high end single cards (570's, 580's) are likely more prevalent. Since the majority of people playing will be playing on one GPU anyway, I'd prefer they spent their time optimizing it for that. Hopefully SLI/Xfire support will be forthcoming. I think they're making the right decision.

The problem with the simulation genre is that, as a rule, they are far moe CPU dependant than GPU. So, the added core support makes complete sense and gives some credibility to their claims regarding increase framerates. My guess is that the frame rate (and the GPU capabilities) are being limited by the stuff going on in the CPU. With the CPU side of things distributed among more cores, the GPU can finally ramp up its participation to where its actually being taxed. The only thing that the GPU was seemingly struggling with previously was memory for all the textures being loaded (and hopefully unloaded, but the CTD problems suggest that this is where the issue lies). If they solve the memory issue, then things could be very good indeed.

I don't NEED massive graphical fidelity in my simulations. It's nice, but I'd much rather have the aircraft simulated in more detail than add shiny metal visuals to the wings and fuselage. If they asked me today whether I would like to have the Spitfires in the game updated so that they have the proper cockpits with accurately simulated instruments and switches, vs. higher resolution aircraft textures or more trees on the ground, I'd take the better cockpits in a heartbeat.

Besides, they can still fly through trees. THAT definitely needs to be fixed before we start worrying about SLI.
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Post  Wolverine Thu Apr 19, 2012 10:01 am

No patch today or tomorrow. Next week hopefully!
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Post  Elvis Thu Apr 19, 2012 10:18 am

Ah, the Duke Nukem of patches.
I think it'd be best for everyone's mental health to just forget about the patch and carry on smartly.
While on any long road trip as a kid, you've probably already heard "we'll get there when we get there".

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Post  StiC Thu Apr 19, 2012 10:27 am

Elvis wrote:Ah, the Duke Nukem of patches.
I think it'd be best for everyone's mental health to just forget about the patch and carry on smartly.
While on any long road trip as a kid, you've probably already heard "we'll get there when we get there".


Agreed, but I feel bad for those who have been waiting the better part of a year for this.
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Post  Wolverine Sat May 05, 2012 12:03 pm

Should be some new info on the patch today. I'll update here when it comes.
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