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Battlefield 3 Discussion


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#151 Alias

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Posted 27 February 2011 - 02:31

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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#152 TehKiller

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Posted 27 February 2011 - 17:25

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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#153 Sgt. Rho

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Posted 27 February 2011 - 17:43

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

#154 Wizard

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Posted 27 February 2011 - 17:50

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?!

#155 TheDR

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Posted 27 February 2011 - 18:06

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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#156 Sgt. Rho

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Posted 27 February 2011 - 18:14

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.

#157 Slevered

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Posted 28 February 2011 - 02:23

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.

Falconi says Hi *BLAM*

#158 deltaepsilon

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Posted 01 March 2011 - 05:51

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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#159 Destiny

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Posted 01 March 2011 - 05:54

That's pretty...innovative.
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#160 Kaido

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Posted 01 March 2011 - 06:09



Leaked screenshot of a city
http://www.battlefie.../frostbite2.jpg

Edited by Drag#!, 01 March 2011 - 18:19.


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#161 Chyros

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Posted 01 March 2011 - 21:39

View Postdeltaepsilon, 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.

And I thought damage disorientation, explosion shock and strawberry jam screens were bad >.> .
TN



The brave hide behind technology. The stupid hide from it. The clever have technology, and hide it.
—The Book of Cataclysm


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#162 TheDR

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Posted 01 March 2011 - 22:37

View Postdeltaepsilon, 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 :/
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#163 Shirou

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Posted 01 March 2011 - 22:41

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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#164 deltaepsilon

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Posted 02 March 2011 - 08:13

http://www.ea.com/ba...s/faultline-ep1
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#165 Stalker

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Posted 02 March 2011 - 08:53

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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#166 Alias

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Posted 02 March 2011 - 09:13

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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#167 Wizard

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Posted 02 March 2011 - 09:21

That map/scenery looked amazing.

They have already confirmed 64p MP for the PC.

Edited by Wizard, 02 March 2011 - 09:21.


#168 Kaido

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Posted 02 March 2011 - 09:34

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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#169 deltaepsilon

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Posted 02 March 2011 - 09:35

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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#170 SquigPie

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Posted 02 March 2011 - 09:40

View PostDrag#!, 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?

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As long as the dark foundation of our nature, grim in its all-encompassing egoism, mad in its drive to make that egoism into reality, to devour everything and to define everything by itself, as long as that foundation is visible, as long as this truly original sin exists within us, we have no business here and there is no logical answer to our existence.
Imagine a group of people who are all blind, deaf and slightly demented and suddenly someone in the crowd asks, "What are we to do?"... The only possible answer is, "Look for a cure". Until you are cured, there is nothing you can do.
And since you don't believe you are sick, there can be no cure.
- Vladimir Solovyov

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#171 Camille

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Posted 02 March 2011 - 09:48

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

View PostDrag#!, 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).
it's time to wake up

#172 Wizard

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Posted 02 March 2011 - 09:53

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

View PostDrag#!, 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 :/

#173 Camille

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Posted 02 March 2011 - 10:06

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:

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 :/
it's time to wake up

#174 Kaido

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Posted 02 March 2011 - 12:43

Edit: How the hell did I miss Deltaepsilon post? :/

Edited by Drag#!, 02 March 2011 - 14:38.


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#175 Alias

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Posted 02 March 2011 - 12:48

Read up a couple of posts, lol.

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