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Battlefield 3 Discussion

Alias's Photo Alias 27 Feb 2011

View PostSlevered, on 27 Feb 2011, 13:22, said:

and even if this game is not good, they still created reflected and refracted lighting in realtime on a game
I don't care how it looks, I care how it plays.
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TehKiller's Photo TehKiller 27 Feb 2011

View PostSlevered, on 27 Feb 2011, 3:22, said:

View PostTehKiller, 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)


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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.
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Sgt. Rho's Photo Sgt. Rho 27 Feb 2011

That was a while ago. Nowdays it seems that graphics > everything.
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Wizard's Photo Wizard 27 Feb 2011

View PostSgt. Rho, on 27 Feb 2011, 17:43, said:

That was a while ago. Nowdays it seems that graphics > everything.

*looks at Minecraft*

Mhmm ok?!
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TheDR's Photo TheDR 27 Feb 2011

View PostWizard, on 27 Feb 2011, 17:50, said:

View PostSgt. Rho, on 27 Feb 2011, 17:43, said:

That was a while ago. Nowdays it seems that graphics > everything.

*looks at Minecraft*

Mhmm ok?!

And one of the first modded features was texture packs (some actually make the game look good... kinda :P).
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.
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Sgt. Rho's Photo Sgt. Rho 27 Feb 2011

View PostWizard, on 27 Feb 2011, 18:50, said:

View PostSgt. Rho, on 27 Feb 2011, 17:43, said:

That was a while ago. Nowdays it seems that graphics > everything.

*looks at Minecraft*

Mhmm ok?!


Exeptions confirm the rule, or something like that? And as Dr. said, the first modded features for Minecraft were texture-packs.
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Slevered's Photo 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.
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deltaepsilon's Photo deltaepsilon 01 Mar 2011

Well, this might take "BLOODY SCREEN" (so real) to a new level":

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-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.
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Destiny's Photo Destiny 01 Mar 2011

That's pretty...innovative.
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Kaido's Photo Kaido 01 Mar 2011



Leaked screenshot of a city
http://www.battlefie.../frostbite2.jpg
Edited by Drag#!, 01 March 2011 - 18:19.
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Chyros's Photo Chyros 01 Mar 2011

View Postdeltaepsilon, on 1 Mar 2011, 7:51, said:

Well, this might take "BLOODY SCREEN" (so real) to a new level":

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-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.

And I thought damage disorientation, explosion shock and strawberry jam screens were bad >.> .
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TheDR's Photo TheDR 01 Mar 2011

View Postdeltaepsilon, on 1 Mar 2011, 5:51, said:

Well, this might take "BLOODY SCREEN" (so real) to a new level":

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-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 :/
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Shirou's Photo 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.
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Stalker's Photo 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.
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Alias's Photo 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.
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Wizard's Photo 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.
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Kaido's Photo Kaido 02 Mar 2011

More images ahoy!
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Also better screenshot of the hotel attack thing
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Quote taken from enterbf3.com, anonymous source.

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"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."
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deltaepsilon's Photo 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)
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SquigPie's Photo SquigPie 02 Mar 2011

View PostDrag#!, on 2 Mar 2011, 10:34, said:

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"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?
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Camille's Photo Camille 02 Mar 2011

View PostSquigPie, on 2 Mar 2011, 10:40, said:

View PostDrag#!, on 2 Mar 2011, 10:34, said:

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"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).
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Wizard's Photo Wizard 02 Mar 2011

View PostSquigPie, on 2 Mar 2011, 9:40, said:

View PostDrag#!, on 2 Mar 2011, 10:34, said:

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"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 :/
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Camille's Photo Camille 02 Mar 2011

View PostWizard, on 2 Mar 2011, 10:53, said:

View PostSquigPie, on 2 Mar 2011, 9:40, said:

View PostDrag#!, on 2 Mar 2011, 10:34, said:

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"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 :/
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Kaido's Photo Kaido 02 Mar 2011

Edit: How the hell did I miss Deltaepsilon post? :/
Edited by Drag#!, 02 March 2011 - 14:38.
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Alias's Photo Alias 02 Mar 2011

Read up a couple of posts, lol.
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