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Unhappy customer

Graphics are fine....

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Here is my opinion on OFP2. I am quite satisfied with the graphics of the Resistance expansion. My biggest problem is the viewdistance. If OFP2 had graphics on par with OFP1 Resistance, but a 10km viewdistance, improved online gameplay, and less lag, then I would be the first one in line to buy it. I am really worried that BIS is going to focus ssooo much attention at making the graphics better looking than anything else on the market, that we are going to be stuck with the crappy 900m viewdistance, and once again aircraft in OFP2 will be just as useless as they are in OFP1. Most civilian pilots won't even fly in less than 5 km visibility, yet in the OFP enviornment, we are expected to make do with 900m visibility, and no navigational or landing aides... If OFP2 is going to have similar viewdistance limitations, then don't even bother making the fixed wing aircraft flyable.

So here is my plea. Don't make the graphics sssoo stuning that we can't even play with a viewdistance over 2km without lag o death. I am perfectly happy with the Resistance graphics. I just want to be able to see where I'm going when I'm flying.

Another thing that would be nice for us pilots, is if you could have a selection in the difficulty option to have simple or complex flight models. In real life attack choppers like the Apache and Cobra can fly upside down for short periods of time. I think the Apache airframe is stressed to handle 5 positive G's and 3 negative. In OFP1 inverted flight or even 90 degree banked turns are impossible with choppers. It would be cool if in OFP2, you could select simple OFP1 style flight controls if you're a noob pilot, or advanced flight controls if you know how to handle a chopper.

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Prolly set your viewdistance higher then. Do that either by a script in the mission or in your options.

But i guess you are just one of the guys that need 5000m sight and never flies at night time.:)

Think of military pilots and night landings on a carrier, you wont see it until 2000m with like 600mph, so ofp with 300kmh is almost similar.

All your comment means, you cant fly by instruments:)

Have a good one tounge_o.gif

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Maybe the game has still potential for you because if you increase the viewdistance with the options slider it improves the flight feeling a lot!

But I still agree that I would prefer higher viewdistance over eye candy. Hope BIS makes it scalable like in OFP1!

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Setting the viewdistance higher causes the game to run way too choppy. This is my complaint. That OFP2 should have a higher viewdistance without being way too choppy to even play. I didn't mean to be mean.... sorry. I am just fustrated with OFP's flight characteristics.

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Quote[/b] ]but a 10km viewdistance, improved online gameplay, and less lag,

How can you simultaneously have a gigantic view distance and reduce lag? That just doesn't make any sense rock.gif .

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it can be done ...

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Quote[/b] ]it can be done ...

How about a few more details? How would the game handle creating a 10km viewdistance? That's a 150km2 area in front of the aircraft, an enormous area. Literally tens, probably hundreds of thousands of objects for the game to handle. Sure, it can be done in a flight simulator, but OFP isn't a flight sim. It still has to look realistic and attractive while you're on the ground, and that means much more detail than is in the average flight sim. Objects take up much more power because they're designed to look good while you're 10 meters away, not a kilometer up in the air. You can't take the vastly different ideas of a flight sim and a FPS, mash them together, and expect to get something with low or medium system requirements. Try playing on Malden and buzzing over it with an A-10 and a 5000 meter viewdistance. OFP just isn't a dedicated flight sim, and I really don't think that BIS is going to turn it into one.

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I guess their main problem with view distance would be the usage of scopes. I am sure they have tested having massively reduced LODs for terrain and objects at long range but if you look through a scope you will want the LOD increased and this is probably where the dilemma will lie.

The PC would have to render a very large area of land at high detail when you zoom in. My PC already chugs a bit if you zoom in on forests during a large fight.

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You want more viewdistance and no lag:

- First get a new computer if you already have trouble going to maximum settings in OFP1 or i doubt you will be even able to play OFP2 with your current machine on the now default graphik settings for OFP1.

- Second you do not really need that much viewdistance in my opinion anyways: 10km is almost the island size of everon, so i guess you went a bit far. Since the islands sized 25x25km are currently the biggest ones working. tounge_o.gif

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With a good computer you can perfectly use 5000m viewdistance with verry low terrain setting.

RAM is the most important thing if I remember right. (I have 1Gig)

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'All' that needs to be done is allowing and enabling by default different terrain LODs and viewdistances depending on the altitude and type of vehicle: planes get the lowest LOD and highest viewdistance, etc.

I say 'all' because I'm sure it isn't that simple - for example, syncing in multiplayer.

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Ok maybe 10k is too much. But at least 5k would be nice. If there were a way to optimize the program so that it could run faster than the current OFP then it might be possible to have a higher viewdistance with less lag. Oh to hell with it! I'll just go get a damn Athalon 64bit and a bigillion megs of RAM. Sorry. Is it a crime to be a cheap ass?

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Another suggestion would be to get some consulting from some real military guys about weapon capabilities, tactics etc.  For example the silenced guns in OFP1 are totaly unreal.  a standard silencer makes about 30-40 db sound reduction.  So if your rifle makes 140 db unsilenced it's still 100 db when it does have a silencer.  Thats still pretty loud.  In other words I won't be able to hide in a bush and pick off guys 3 meters away without them being able to figure out where I'm hiding.  Although people who are 100 meters away, or inside a building, probably won't hear a thing.

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Quote[/b] ]Another suggestion would be to get some consulting from some real military guys about weapon capabilities, tactics etc.

Feedback from VBS1 directly goes into the developement of OFP 2. Marek said that.

Quote[/b] ]For example the silenced guns in OFP1 are totaly unreal.
That´s an issue with OFP 1 sound engine. Sounds are not affected by walls, buildings or whatever. Unlike Thief 3 that will have a realtime calculated sound-way calculation OFP doesn´t have such yet. Maybe they will do something similar in OFP 2 , maybe not.
Quote[/b] ]Sorry. Is it a crime to be a cheap ass?

No but you can´t expect OFP running on full viewdistance with all the eyecandies on a 1.2 Ghz system or such.

OFP 2 will orientate on the average comp and it will run on those systems. But to max out results you need to have an up to date system. That´s natural , isn´t it ?

I´m happy with the 2800 m´s viewdistance I run OFP with.

It´s totally sufficient and satisfying for me.

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