Truesky, WiP and a few updates from TFS

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Mysticpuma
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Truesky, WiP and a few updates from TFS

Post by Mysticpuma » Sun Apr 09, 2023 12:33 pm

Just in case it's of any interest, here's some recent news from TFS.

Some updates from TFS

We have the trueSKY software working within the game... (see the recent videos) we have made steady progress... as far as our limitations allow. Our single programmer is doing the implementation in his spare time, just like everyone else in TF... which means around 10-20 hours a week. Our access to trueSKY support is very basic... because we are not a big budget top tier license level customer, we are an independent, and therefore have a limited level of support.

We have posted many many videos from trueSKY. (see the latest just yesterday) And we have provided the facts... when they are relevant to our progress.
Regarding the version we are working with... it doesn't really matter except to say we are working with the latest version for our game engine.
There are multiple versions of trueSKY, depending on whether your game uses Unity or Unreal's software, or whether the game engine is unique Windows based software. The version 5.3 is not Windows... not sure what version it is for.
Ours is Windows based and unique, so we use a less supported version of trueSKY's software.... (their focus is on Unity and Unreal games) we are currently working with version 4.3.93f73d202... which dropped just a few days ago... Simul patched up from previous version after TF pointed out a bug that was introduced by previous TrueSky version (4.3.7a4e8d5b1) dealing with reflection cubemap as you can see in following exciting comparative screenshots (notice reflection differences on river and on landing light glass).

https://i.ibb.co/qDT7tmm/before.jpg
https://i.ibb.co/KLWFpHw/after.jpg

If we were to post every single issue or bugfix we do on these forums, it would be endless... and we'd be jumped on or mocked, (we have never heard the end of the upside down tree shot from Speedtree... even though its been fixed for six months) because the software is very complex... and our programmer has higher priorities than spending his limited time putting up boring images like the above and posting long explanations... like fixing other bugs and getting the entire implementation completed.

Everyone who has been on these forums for while had the opportunity to join the VR Beta when it was open... (it was open for 6 months and nearly 300 players joined) those who did are able to see the changes themselves.

But we get these complaints about not getting enough announcements or detail.

As I have said many times... the Publisher, (used to be 1C, now its Fulqrum) makes all major game announcements... all TF can do is update what has already been announced. That may change in the future... but a decision to change the process has not yet been arrived at yet.

No, nothing has changed from the previous announcement, rain and snow will not be included on release... that requires animations for the windscreen, aircraft surfaces, and the terrain. Not sure about lightning and thunder.

We will notify the community when we release video/screenshots with Speedtree 8.0.

Speedtree 9.0 software was not completed when we started our work to implement the updated vegetation and trees. So we have been working from Speedtree 8.0 and will continue to do so for the TF 6.0 release.

The good news is, a later update from Speedtree 8.0 to 9.0 is relatively simple... when compared to the complexity of updating from Speedtree 5.2, (release game current version) to Speedtree 8.0.

IDV/Speedtree has been bought out by Unity... and even more so than Simul and trueSKY with their focus on Unity/Unreal, IDV's priority is now on developing software for their owner's proprietary product Unity. The good news is that TF has gotten under the gate and we have a license for both 8.0/9.0, (9.0 now almost complete for Windows) which should allow CLIFFS to be cutting edge in our vegetation for a long time.

The advantages of Speedtree 8.0 over existing Speedtree 5.2 are:

- Better quality vegetation models

- More variety in models... the Speedtree 8.0/9.0 libraries are quite large... including lots of smaller vegetation... bushes, flowers, etc.

- Opportunity to replace the existing CLIFFS grass system with Speedtree's.

- Opportunity to create custom vegetation models more easily with Speedtree tools.

- Opportunity for tree/etc. movements due to wind from game's weather system. (initially no effects from prop wash or slipstream)

Probably others I can't remember.

Please note: If you go to Speedtree's site to look at their material... please be aware there are different versions of Speedtree. For example, there is the version for Film... where the vegetation models are extremely detailed. This is very different from the Speedtree for Games... where the models are not as detailed. In a game, the PC is tracking millions of models and recreating them in real time... i.e. on the fly. The models cannot be as complex. In a Film, the animations for digital imagery can be created at very slow speeds during rendering, (far less than real time) then speeded up later for the actual image which is shown in the film. So the vegetation models can be very complex and detailed.

I am happy to respond when we have material which can be shown and when I have time.

Right now there is some space since discussions with Fulqrum are temporarily paused while they consider our proposals.

But in addition, while I am here, I am not working on aircraft Flight or Damage Models, vehicle and ship weapons and damage, or dealing with TF's taxes, business requirements, licensing or hiring. Everyone in TF has multiple functions and is stretched to the limit.

SCG_Schneemann:
"The point is, it's ALL RELATED. You can't have it all. It ALL has to be done concurrently, adn it would be foolish to release a part of it, if complete, without testing how it effects the other parts down the road. It is a lot easier to up the graphics from low to higher, than to take something away from the community. We need to develop to a certain lowest level of performance, so most people can play the game. We have graduated levels of graphics built in, with draw distances, detail levels, etc. to fine tune. But you can't release one or two of these piecemeal. They all need to play nice together and it's a give and take. We are continuing to optimize things under the hood to make it more efficient, so we can up the graphics a bit in other areas."

Buzzsaw;

As Schneemann explains, this is exactly is why the Beta must include VR as well as all the other new elements... we have to know we are not setting the bar too high in 2D... and then find the VR users are sh*t out of luck unless they have the absolute latest and greatest.

We have to provide the users with graduated options so they can tailor their settings.

Which is why the whole process is so involved and why it takes time. We are evolving the entire graphics system, not just one element.

We have also recently fixed broken views in the vehicles... so the players can jump into them and use them if they want.

We are hoping we will have a completely revised ground vehicle system for TF 6.0.
Images:
BetaClod3.jpg.093f106f1df0250127c6377ad9a26bb3.jpg
BetaClod2.jpg.32726cfa54c97ba89c7881326f957620.jpg
BetaClod1.jpg.01bcc81c829b297309aa2f8ead572c95.jpg

Video of VR in action:

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