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Old 03-04-11, 01:58 PM   #181
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Default Re: Battlefield 3 News/Info

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Originally Posted by mojoman0 View Post
yup ea keeps pulling them down but fans are mirroring them like crazy, more footage is out march 16 tho so no worries
why even bother, what a waste of resources ...
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Old 03-04-11, 04:36 PM   #182
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night and day shots

http://translate.google.com/translat...n&hl=&ie=UTF-8
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Old 03-04-11, 07:27 PM   #183
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that building crash looks awesome!
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Old 03-04-11, 07:53 PM   #184
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Excited for this. BFBC2 was WELL worth $50. Only game I paid full price for and it is worth it's price in gold.
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Old 03-04-11, 07:56 PM   #185
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Default Re: Battlefield 3 News/Info

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Excited for this. BFBC2 was WELL worth $50. Only game I paid full price for and it is worth it's price in gold.
Yeah, I love games that are worth their price. Not $60 games that blow chunks.
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Old 03-04-11, 08:31 PM   #186
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its unbelievable how amazing this game looks. dice has taken cryteks place
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Old 03-04-11, 08:57 PM   #187
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Default Re: Battlefield 3 News/Info

Best video I've seen so far. Definitely pre-ordering this game!
http://www.youtube.com/watch?v=sAoV2gyESwg
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Old 03-05-11, 04:31 AM   #188
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I think this will be the first BF game I properly get into and play. It looks awesome.

Is it only DX11 or will DX10 cards be able to play it?
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Old 03-05-11, 04:41 AM   #189
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Default Re: Battlefield 3 News/Info

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I think this will be the first BF game I properly get into and play. It looks awesome.

Is it only DX11 or will DX10 cards be able to play it?
DX11 is backwards compatible with DX10 so FB2 supports both DX10 and DX11 HW (and future hardware).
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Old 03-05-11, 04:45 AM   #190
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looking insane, day night cycles in engine
While it shows the ycan have day nights I dont know if it is going to have realtime day-night. Would be great though if and if the engine tech allows for seamless non noticable timesteps. Also read they showcased game at GDC on a GTX580 presumably at atleast 1920x1080 and running at what seems 60fps ("Repi"/B3D from DICE confirmed use of GTX580).

I also really like the animation system they use which is same as Crysis 2 singleplayer (EAs ANT animation system used in their sports games).
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Old 03-05-11, 04:53 AM   #191
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Default Re: Battlefield 3 News/Info

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The particle lighting is especially impressive, Crytek could learn a few tricks from this engine
Actually that is already in in CE3 and Crysis 2 and with even more rendering effects applied to particles. Watch some night gameplay videos from leak.


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Even at this early stage the game is absolutly jaw dropping.......Say hello to GOTY 2011 and probably the best PC game of the last decade, imo of course.
Agreed, certainly atleast running head to head with Cryteks offer so far.

Btw heres a highres frambuffer captures of city showing No AA, SRAA, 16xMSAA.

http://enterbf3.com/images/sraa3.jpg


More tech info.

http://www.gamedev.net/blog/984/entr...battlefield-3/

Quote:
Waiting right now for Christina Coffin's talk on SPU based deferred shading in Battlefield 3. I hear they use DX11 compute shader heavily on the PC side, so it'll be interesting to see how they leverage the SPUs.

* Previous DICE games were forward rendered, just a few lights. Mirror's Edge, which they SHOULD be making a sequel to, used pre-rendered radiosity lighting. Goal of Battlefield 3 was to really expand the lighting and materials, and DICE picked deferred.
* Their PS3 implementation uses 5-6 SPUs in parallel with the GPU and CPU.
* GPU does the initial G-buffer fill, and then passes it off for shading by the SPU. Still waiting to see what that means. Are they using SPUs as fragment shaders?
* The framebuffer is sliced into 64x64 tiles, use a simple shared incrementing counter for sync.
* SPUs compute 16 pixels at a time, in SoA format at full float precision
* The GPU is still busy on other shading while the SPUs eat through the deferred shading
* About 8 millis real time on 5 SPUs for deferred shading while GPU does other stuff, equals 40ms total max compute time contributed by the SPUs.
* Light culling is done in two stage tile hierarchy, after whole-camera and coarse Z in light volumes
* A branch is used to skip all 16 pixels if the attenuation makes them unlit. This is a net win despite the branching cost.
* The SPUs are very even pipe heavy due to all of the FPU action, so complex functions can be replaced with a look-up table using strictly odd-pipe instructions, can decrease 21 cycle functions to 4 in case of complex functions.
* There is still a pure GPU based implementation of the shading pipeline that maintain visual parity, in order to facilitate debugging and validation.
* SPU job code can be reloaded into the live game, enabling bug fixes with quick iteration.
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Old 03-05-11, 08:57 AM   #192
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Default Re: Battlefield 3 News/Info

I'm glad to see a single 580 was running all that. I was hoping my 480 would get more mileage, and we'll see how well she performs during beta before I decide to upgrade in the fall. I would give my left nut to know the rest of the systems specs that was running it though, but I'm sure I'll be fine.
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