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Thread: Community Q&A | Forums

  1. #1

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    Answers to some of your community posted questions



    Dano: How is Cliffs of Dover optimised for multicore systems? Is there an upper limit on the number of cores supported?

    We didn’t focus on multicore support while developing the game, but we do run the game in multiple threads. Depending on your CPU, these threads will be split between available cores. There’s no upper limit to the number of supported cores, but you will see little improvement past four cores because additional threads are pretty light.


    Lixma: How will the multiplayer aspect work? Will it need Hyperlobby (or a similar 3rd party tool)?
    Multiplayer matchmaking is done via steam from inside the game. There’s also LAN mode that doesn’t go through steam. There’s also dedicated servers, of course.

    As a client, you’ll simply click Multiplayer – then Client, and go into the Server Search window. Select type (LAN – Internet – Recent – Favorites – etc), and see the server list populate. You’ll have a filters option, where you can filter servers by realism options, ping, map, etc etc etc.


    Buzzsaw-: Is the game optimised to support dual video cards?

    We do support them; however our tests show that performance increase is minimal. Our game isn’t currently in full compliance with hardware vendor requirements for dual card support, and we are planning to improve on that aspect.


    Jules: Can the six head control axes be assigned to by *any* game controller axis, rather than being limited to TrackIR?

    Currently you can only control your head with the keyboard, mouse, or a head-tracking device.
    Improvements to our in-game camera are high on our list, including smooth panning, axis support, “realistic” shaky-cam, etc.


    baronWasteland: Does the game use PhysX or any other new technology supported by recent graphics cards?

    No. We played with a lot 3rd-party software SDKs, including most provided by graphic cards, and found them incompatible with our requirements.


    Buzzsaw-: Previously you have said Map creation tools and Aircraft/Object creation tools will be released to allow players to work with and modify the game. When will these be available?

    Some months after the release. Sorry, we can’t be more specific at this time. Obviously all the tools are ready and working in some capacity today, but they’re not something you would call user-friendly. The biggest challenge is making them accessible, and writing comprehensive documentation. Since the only people who can do that are busy making the actual game, and will be for some time after release, holding off actual game development to write technical documentation is not something we’re willing to do.


    j4ck41: Are there any new multiplayer modes such as some kind of virtual war?

    The server can run multiple missions consecutively or concurrently while the game is still going – in other words, a new mission can start while a previous one is still playing.
    With use of triggers, or manual mission loading, this can mean that a server can easily run a virtual war where new events happen and new sorties are launched into a consistent game world.


    NSU: Will we be able to make nightime city bombing runs (e.g. on London) with searchlights, ground fire and flak?

    Of course!


    Biggs: Are the campaigns specifically tailored to a plane type (fighter or bomber) or will the player be switched from one plane to another as the campaign progresses? And on the same note, can you fly one particular plane throughout an entire campaign?

    The campaign missions are built for specific planes. You will not be given a choice of planes before a mission, but you will be able to replay campaign missions in single-mission mode, where you can easily change the plane type, number or loadout for your or any other group in the mission.


    C6_Krasno: Have there been any special effort in order to allow a huge number of planes in the same mission ? It would obviously depend on the config, but did you use some tricks to optimise the game for this ?

    There’s been some effort, but our focus has been mainly on making the game perfect for each individual plane. Our concepts of tracks (replayable mission recordings) and the ability to instantly switch to any plane in a mission is kind of incompatible with LOD tricks. If we keep far-away groups flying with simpler physics or AI, they’ll look horrible when seen up close, and place a player into all sorts of weird situations when he wants to switch to one of the far-away planes.


    NSU: You say in the initial version there will be no dynamic weather. That’s okay, but how soon do you think it will be until we see that in a future version?

    Some months after the release. It’s a hard question to answer, because as previously reported, the feature is generally ready but is not optimized at all. We’re shipping what we have in an as-is state for the hardcore fans who want to play with it, and that means we can’t just cut away stuff we don’t want or can’t optimize later. I’d say three months at least, and perhaps six? Don’t hold me to this though please!


    Dan: When DirectX 11 is implemented, what advantages will it give graphically over DirectX 10?

    First of all, due to DX11 being multicore optimized, the game will get a significant performance boost. HDR will be improved. You’ll also see next-level lighting quality and improvements to various particle and sprite FX.
    There’s other things in store, but we’d rather announce them once they’re confirmed to be working.


    CamposMIC: Does the game support multi monitors? How is the support for Nvidia Surround or ATI Eyefinity?

    The game supports any resolution across any monitor setup, as long as your videocard supports it. We didn’t specifically write any support for Nvidia Surround or ATI Eyefinity into the game however.
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  2. #2
    Senior Member Targ's Avatar
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    This is something many people would like to know.


    http://forums.ubi.com/eve/foru...1032709/m/9001052719

    Any clarification on this would be appreciated.
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  3. #3
    Originally posted by Targ:
    This is something many people would like to know.


    http://forums.ubi.com/eve/foru...1032709/m/9001052719

    Any clarification on this would be appreciated.
    Its something EVERYONE wants to know,because I think you just lost several thousand orders.
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  4. #4

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    Already on it guys, will see what I can find out
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  5. #5
    Senior Member Targ's Avatar
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    Thanks very much for looking into this.
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  6. #6
    I would really like to know about this Epilepsy Filter, too, from what I have heard it seems to be extremely detrimental to the game, causing reduced performance and incompatibility with SLI.

    I have cancelled by pre-order out of fear of buying a broken game (can't get refunds on Steam), I'm going to wait for sufficient and reputable information on the filter or experience with a demo before reconsidering purchasing this game.
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  7. #7
    I'm just going off to cancel my Collectors Edition purchase, plz Mz kleaneasy convey the community consensus that until the epilepsy filter is made an optional config setting as will be done with the Russian release they will continue to lose sales on this title.
    It is very admirable to make your titles accesible to epileptics but if the trade off is making the game run at 15 fps on a high end machine it's a pyrrhic victory.
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  8. #8
    I will wait 24 hours to see what UBI intends to do with this filter fiasco,if after that time there is no news or no official fix to get around this filter I too will be cancelling my preorder.

    I did'nt wait all this time to order a game that is going to be crippled fps wise by a eplepsy filter that I personally do not require.

    UBI I hope you are listening to us you are about to lose BIG TIME.
    ''Never fly straight and level for more than 30 seconds in the combat area''
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  9. #9
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  10. #10
    Recent post from Luthier on the 1C forum:

    More on epilepsy in Cliffs of Dover
    Hi everyone,

    The team could never in a million years imagine that a post on a Russian-language forum would so quickly make the rounds and spread around the internet.

    The information there is not accurate, especially the placing of the blame on Ubisoft.

    I feel that I need to describe this in more detail.

    Our game did cause wide-scale epilepsy failures when tested. Propellers, muzzle flashes, smoke puffs, explosions, falling bombs, flying or taxiing between buildings, sun shining through canopy framework, etc, they were all causing potentially seizure-inducing flashes.

    We worked hard to address all these issues individually, but since a flight sim is all about fast-moving large objects, there were just too many instances of things causing high-contrast flashes.

    So, as we were running out of time, WE decided to implement this epilepsy filter as a stop-gap measure.

    The filter sits on top of the game's graphics wrapper. It saves a previous frame, and then compares it pixel-by-pixel to the new frame. When two pixels are found with a high degree of contrast between them, the new pixel is toned down to make the change less drastic.

    This causes a visual effect somewhere between bloom and motion-blur that removes virtually all instances of high-contrast flashes.

    However this pixel-by-pixel frame analysis and modification takes up additional resources, it in fact delays the showing of each new frame until each pixel of it checked, and therefore the filter is causing deteriorated performance that is especially notable on lower-end machines.

    We are continuing to work to optimize the game and to increase its framerate. Ubisoft has been very patient and understanding with us throughout the entire process, and we are continuing to work with them very closely to find the best solution to epilepsy issues.

    In summary, I want to stress that it is OUR code and OUR game engine that is causing performance issues. And it US who has to make it better, and that's exactly what we pledge to do.
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