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Author Topic: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine  (Read 230747 times)

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Offline Rinix

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #135 on: October 04, 2017, 05:02:25 PM »
Here's a video of Steel Beasts with high resolution terrain, courtesy of WarUlf:
 
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Offline Cougar11

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #136 on: October 04, 2017, 05:11:47 PM »
Here's a video of Steel Beasts with high resolution terrain, courtesy of WarUlf:
 
Me likey

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Offline Asid

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #137 on: October 04, 2017, 05:17:56 PM »
Here's a video of Steel Beasts with high resolution terrain, courtesy of WarUlf:


Thanks Rinix  :thumbsup
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Offline Rinix

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #138 on: October 05, 2017, 04:45:25 PM »
http://www.steelbeasts.com/topic/11302-eta-on-terrain-patch/?page=6#comment-175722
Quote from: Ssnake
A mere patch without the new terrain has been discussed as a "plan B", but my intent is to stick with plan A and release both bug fixes and new terrain in one final package.
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Offline Asid

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #139 on: October 05, 2017, 04:51:14 PM »
It could be a while yet. Hopefully it goes well.

Thanks for posting Rinix  :thumbsup
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Offline Rinix

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #140 on: October 08, 2017, 04:04:54 AM »
You're welcome. :howdy http://www.steelbeasts.com/topic/11302-eta-on-terrain-patch/?page=6#comment-175774
Quote from: Ssnake
Of course all kinds of tricks can be used to reduce the size of the problem, we're doing it all the time. But even then the fact remains that SB Pro version 4.0 does a lot more things per simulation/render cycle than version 3.0 (e.g. vehicle suspension), and with version 4.0 the line of sight calculations have increased by up to a factor of 512 (actually it's much less, but increasing the ground resolution by that factor also means that up to as many more LOS calculations could be needed). To put it in context, LOS calculations have the potential to be the biggest frame rate killer of all factors, in any simulation involving line of sight tests. So even if certain elements are only used within a "bubble" around certain actors, with many, dispersed actors the savings aren's as great, and you can't just randomly generate stuff if you need correlation - e.g. two players in a network session observing the same spot must have the same 3D representation of that spot's surroundings.

I guess what I want to say is that CPU cycles per frame are a finite resource, even if the limit is growing with new processor generations. So, whenever you add something there's a price to pay, and the question always is whether that price doesn't exceed the value of that new feature.

I also agree with inexus' reply when he says that Steel Beasts needs to move on to a newer graphics API.
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Offline Rinix

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #141 on: October 08, 2017, 03:40:11 PM »
http://www.steelbeasts.com/topic/11302-eta-on-terrain-patch/?page=6#comment-175784
Ssnake's attitude of characterizing performance improvements as "buzzwords" speaks volumes as to why nothing has been done about multithreading, or a newer graphics API or GPGPU compute or instanced rendering.
Quote from: Ssnake
When you increase LOS calculations by a factor of 512, no amount of multithreading will be able to offset that. That's not to say that multithreading isn't a worthwhile goal to pursue but it's always easier to throw buzzwords into a discussion than actually implementing the change. As far as crowd funding is concerned, all I can say is that I will not participate in any public debate of our business strategy. I'm here to explain our position to visitors that have no degree in computer science (why certain things are easy to do, but mostly why other things are hard, and that there's no free lunch in high performance computing).
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Offline Rinix

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #142 on: October 18, 2017, 05:22:21 PM »
Some more info on WarUlf's video: http://www.terranis.se/en/news-5609627
Quote
The Terrain was built for SBPro using TerraTools new SBPro High-Res Export Node and LIDAR data on behalf of customer for an operational research project.
The customer must be Sweden, since it's using the Strv 122.
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Offline Rinix

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #143 on: October 18, 2017, 10:43:51 PM »
BigBadVuk posted and asked if they could get more info on when the next release would come. Of course, all he got was snark. But at this point, it's got to be asked if eSim Games is hiding something. After how long we've been waiting, and how little communication there's been, I'm starting to believe that's what's happening.
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Offline Rinix

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #144 on: October 23, 2017, 04:35:52 PM »
http://www.steelbeasts.com/topic/11799-graphical-issue-when-looking-through-tis-at-distance/#comment-176037
Just Ssnake mentioning the upcoming version number again.
Quote from: Ssnake
The road Z-fighting will be addressed in version 4.1
For the rest, we'd need a logarithmic z buffer. Doable, but not trivial to change.
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Offline Asid

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #145 on: October 23, 2017, 05:30:54 PM »
Thank you Rinix for keeping us informed  :thumbsup
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Offline Rinix

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #146 on: November 01, 2017, 05:22:41 PM »
This was posted a while ago, but it sums up the issue with the "It will be ready, when its ready" attitude: http://www.steelbeasts.com/topic/11302-eta-on-terrain-patch/?page=6#comment-175956
Quote from: kraze
Quote from: daskal
In his case it didn't end well.
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Offline Asid

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #147 on: November 01, 2017, 05:37:13 PM »
In the mean time I enjoy my 7cm per pixel in flight sim  :thumbsup
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Offline Rinix

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #148 on: November 02, 2017, 01:08:05 PM »
http://www.steelbeasts.com/topic/11302-eta-on-terrain-patch/?page=7#comment-176232
Quote from: Ssnake
At the moment the team needs to work on a number of open contracts where we're approaching deadlines. There was a window of opportunity at the end of September, but that one didn't work out. Right now a release would be tough to manage.

haraldhe says it all: http://www.steelbeasts.com/topic/11302-eta-on-terrain-patch/?page=7#comment-176242
Quote from: haraldhe
Ssnake means to say: paying customers are more important then private people entitled to free updates/upgrades.-_-
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Offline Asid

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #149 on: November 02, 2017, 03:19:05 PM »
There was a time in the not so distant past when it seemed that eSims policy was that the private (military) contracts were the primary focus and the public (PE) license was secondary.....Many people felt that they were made to feel "lucky" to be able to purchase a license. This is with a product costing $125 + $40 regular upgrade fees.......
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