Battlefield 3 Discussion
Alias 27 Feb 2011
TehKiller 27 Feb 2011
Slevered, on 27 Feb 2011, 3:22, said:
TehKiller, on 23 Feb 2011, 12:38, said:
Also wtf is with every single weapon missing the rear sights?
The acog has iron sights on the top of the scope it's in the teaser. almost exactly like this pic
http://www.armyprope...images/ACOG.jpg
Alright to clarify...I mentioned REAR sights ...look at the screenshots. Not even a single weapon has its rear sights. Besides sticking a aimpoint or a scope on a weapon wont suddenly make the rear sights disappear (which is why nowadays the term "backup sights" is used)
Quote
I don't care how it looks, I care how it plays.
Exactly. I cant figure out why do people say that a game is awesome if it has shiny graphics. The definition of a crappy game is crappy gameplay.
Edited by TehKiller, 27 February 2011 - 17:28.
Wizard 27 Feb 2011
TheDR 27 Feb 2011
Wizard, on 27 Feb 2011, 17:50, said:
And one of the first modded features was texture packs (some actually make the game look good... kinda ).
Its a very good point though, it clearly shows that quite a few people don't hold graphics as the number one priority (although if someone made a Minecraft like game which had detailed graphics I'm sure lots of people would rather play it).
I really doubt that they are just focusing on the graphics for BF3 as lots of people are hoping for another true BF game, rather than a consolefied spin off.
So far it's promising, we all really have to wait for more info/footage to really tell what kind of a game BF3 really is.
Sgt. Rho 27 Feb 2011
Slevered 28 Feb 2011
I completely care how it plays gameplay is much more of a priority than graphics, but DICE is still attempting to make strides in lighting, something that hasn't been changed in games for the past 5 years
also having rear iron sights may be true to life, but switching between them in the middle of a battlefield is not generally a smart thing to do, and the only reason rear sights would be used is if the optics broke, which will most likely not happen in the game, so the developers thought it would be irrelevant (making an inference not a quote).
Edited by Slevered, 28 February 2011 - 02:27.
also having rear iron sights may be true to life, but switching between them in the middle of a battlefield is not generally a smart thing to do, and the only reason rear sights would be used is if the optics broke, which will most likely not happen in the game, so the developers thought it would be irrelevant (making an inference not a quote).
Edited by Slevered, 28 February 2011 - 02:27.
deltaepsilon 01 Mar 2011
Well, this might take "BLOODY SCREEN" (so real) to a new level":
Quote
-when there's an explosion near you, your soldier is projected to the ground, and it apparetnly isn't scripted. when you get too much shots your soldier starts closing and opening his eyes(?) from the pain, and your visibility gets bad.
Kaido 01 Mar 2011
Leaked screenshot of a city
http://www.battlefie.../frostbite2.jpg
Edited by Drag#!, 01 March 2011 - 18:19.
Chyros 01 Mar 2011
deltaepsilon, on 1 Mar 2011, 7:51, said:
Well, this might take "BLOODY SCREEN" (so real) to a new level":
Quote
-when there's an explosion near you, your soldier is projected to the ground, and it apparetnly isn't scripted. when you get too much shots your soldier starts closing and opening his eyes(?) from the pain, and your visibility gets bad.
TheDR 01 Mar 2011
deltaepsilon, on 1 Mar 2011, 5:51, said:
Well, this might take "BLOODY SCREEN" (so real) to a new level":
Quote
-when there's an explosion near you, your soldier is projected to the ground, and it apparetnly isn't scripted. when you get too much shots your soldier starts closing and opening his eyes(?) from the pain, and your visibility gets bad.
If they managed to do this correctly, I think it could be awesome.
@Drag: That city picture looks epic
Shirou 01 Mar 2011
I don't like the strawberry screens and disorientation much either, but actually explosion shock is something that makes a lot of sense for Battlefield. Technology is probably far enough to include it now dynamically, which is good. Because BF has never been the nadefest that CoD has been, it shouldnt be much of a problem.
Stalker 02 Mar 2011
Looks like CoD ... with better sounds, better graphics and less superhero-special-forces-one-man-army gameplay
= DO WANT!
Also I can't really understand why they don't show us anything about the multiplayer part.
= DO WANT!
Also I can't really understand why they don't show us anything about the multiplayer part.
Alias 02 Mar 2011
It does look like a plays a lot better than I anticipated.
Here's to hoping for 64p multiplayer and medics that are actually useful.
Here's to hoping for 64p multiplayer and medics that are actually useful.
Wizard 02 Mar 2011
That map/scenery looked amazing.
They have already confirmed 64p MP for the PC.
Edited by Wizard, 02 March 2011 - 09:21.
They have already confirmed 64p MP for the PC.
Edited by Wizard, 02 March 2011 - 09:21.
Kaido 02 Mar 2011
More images ahoy!
Also better screenshot of the hotel attack thing
Quote taken from enterbf3.com, anonymous source.
Also better screenshot of the hotel attack thing
Quote taken from enterbf3.com, anonymous source.
Quote
"We introduce a new technique for subpixel reconstruction antialiasing (SRAA). The core idea is to extend the success of MLAA-style postprocessing with enough input to accurately reconstruct subpixel geometric edges. SRAA operates as a postprocess that combines a G-buffer sampling strategy with an image reconstruction strategy. The key part is to sample the shading at close to screen resolution while sampling geometry at subpixel precision, and then estimate a superresolution image using a reconstruction filter. That superresolution image is then filtered into an antialiased screen-resolution image. In practice, the reconstruction and downsampling occur simultaneously in a single reconstruction pass. Our results demonstrate that SRAA can approximate the quality of supersampling using man using many fewer shading operations, yielding a net 4-16_ speedup at minor quality degradation compared to shading at each subpixel sample."
deltaepsilon 02 Mar 2011
Fire mode selector is back in (in the video, it's that tiny bullet icon in the corner of the ammo display)
SquigPie 02 Mar 2011
Drag#!, on 2 Mar 2011, 10:34, said:
Quote
"We introduce a new technique for subpixel reconstruction antialiasing (SRAA). The core idea is to extend the success of MLAA-style postprocessing with enough input to accurately reconstruct subpixel geometric edges. SRAA operates as a postprocess that combines a G-buffer sampling strategy with an image reconstruction strategy. The key part is to sample the shading at close to screen resolution while sampling geometry at subpixel precision, and then estimate a superresolution image using a reconstruction filter. That superresolution image is then filtered into an antialiased screen-resolution image. In practice, the reconstruction and downsampling occur simultaneously in a single reconstruction pass. Our results demonstrate that SRAA can approximate the quality of supersampling using man using many fewer shading operations, yielding a net 4-16_ speedup at minor quality degradation compared to shading at each subpixel sample."
Anyone mind telling me that in english?
Camille 02 Mar 2011
SquigPie, on 2 Mar 2011, 10:40, said:
Drag#!, on 2 Mar 2011, 10:34, said:
Quote
"We introduce a new technique for subpixel reconstruction antialiasing (SRAA). The core idea is to extend the success of MLAA-style postprocessing with enough input to accurately reconstruct subpixel geometric edges. SRAA operates as a postprocess that combines a G-buffer sampling strategy with an image reconstruction strategy. The key part is to sample the shading at close to screen resolution while sampling geometry at subpixel precision, and then estimate a superresolution image using a reconstruction filter. That superresolution image is then filtered into an antialiased screen-resolution image. In practice, the reconstruction and downsampling occur simultaneously in a single reconstruction pass. Our results demonstrate that SRAA can approximate the quality of supersampling using man using many fewer shading operations, yielding a net 4-16_ speedup at minor quality degradation compared to shading at each subpixel sample."
Anyone mind telling me that in english?
less resources are used for basically the same results (AA).
Wizard 02 Mar 2011
SquigPie, on 2 Mar 2011, 9:40, said:
Drag#!, on 2 Mar 2011, 10:34, said:
Quote
"We introduce a new technique for subpixel reconstruction antialiasing (SRAA). The core idea is to extend the success of MLAA-style postprocessing with enough input to accurately reconstruct subpixel geometric edges. SRAA operates as a postprocess that combines a G-buffer sampling strategy with an image reconstruction strategy. The key part is to sample the shading at close to screen resolution while sampling geometry at subpixel precision, and then estimate a superresolution image using a reconstruction filter. That superresolution image is then filtered into an antialiased screen-resolution image. In practice, the reconstruction and downsampling occur simultaneously in a single reconstruction pass. Our results demonstrate that SRAA can approximate the quality of supersampling using man using many fewer shading operations, yielding a net 4-16_ speedup at minor quality degradation compared to shading at each subpixel sample."
Anyone mind telling me that in english?
Buy a new GFX card
Camille 02 Mar 2011
Wizard, on 2 Mar 2011, 10:53, said:
SquigPie, on 2 Mar 2011, 9:40, said:
Drag#!, on 2 Mar 2011, 10:34, said:
Quote
"We introduce a new technique for subpixel reconstruction antialiasing (SRAA). The core idea is to extend the success of MLAA-style postprocessing with enough input to accurately reconstruct subpixel geometric edges. SRAA operates as a postprocess that combines a G-buffer sampling strategy with an image reconstruction strategy. The key part is to sample the shading at close to screen resolution while sampling geometry at subpixel precision, and then estimate a superresolution image using a reconstruction filter. That superresolution image is then filtered into an antialiased screen-resolution image. In practice, the reconstruction and downsampling occur simultaneously in a single reconstruction pass. Our results demonstrate that SRAA can approximate the quality of supersampling using man using many fewer shading operations, yielding a net 4-16_ speedup at minor quality degradation compared to shading at each subpixel sample."
Anyone mind telling me that in english?
Buy a new GFX card
oh but aux contraire
Kaido 02 Mar 2011
Edit: How the hell did I miss Deltaepsilon post?
Edited by Drag#!, 02 March 2011 - 14:38.
Edited by Drag#!, 02 March 2011 - 14:38.