**OFFICIAL** AT Battlefield 3 FAQ and News Thread

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maniacalpha1-1

Diamond Member
Feb 7, 2010
3,562
14
81
it can. and no they aren't.

32 players on kharg or firestorm feels rather empty in comparison to 48/64 player. You have less than one 4 person squad per CAP. how is that deathmath in conquest?

with the air power filled up you have 12 men and 5 caps.

you are trolling more as usual, just like the BC2 thread. we get it, you dont like the game. we dont need to rehear your complaints weekly dude

I explain my position in full. That's not trolling, obviously it behooves you to say that, though, especially since I haven't really been to this forum very often lately. Edit- I should actually say, this thread, because obviously, if a separate thread arises that deals with these issues, obviously I'm going to post in it. But go ahead and call it "weekly" if that helps you discredit me.

It's deathmatch-in-conquest because you STILL have people playing it that way. It doesn't matter if you have 16 players in a 64 map, they will still Q spam looking for enemies and go after them when the spot shows up.
 
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Zargon

Lifer
Nov 3, 2009
12,218
2
76
I explain my position in full. That's not trolling, obviously it behooves you to say that, though, especially since I haven't really been to this forum very often lately. But go ahead and call it "weekly" if that helps you discredit me.

It's deathmatch-in-conquest because you STILL have people playing it that way. It doesn't matter if you have 16 players in a 64 map, they will still Q spam looking for enemies and go after them when the spot shows up.

thats not the games fault.

that was your 500th post in this thread BTW, in a year. 19 in the last month.

you did take a break for it looks like about 6 weeks in jan-mid feb

I call it like it apparantly is, you can say what you want though
 

maniacalpha1-1

Diamond Member
Feb 7, 2010
3,562
14
81
thats not the games fault.

that was your 500th post in this thread BTW, in a year. 19 in the last month.

you did take a break for it looks like about 6 weeks in jan-mid feb

I call it like it apparantly is, you can say what you want though

Don't forget that many of those posts are responses to your responses trying to convince me how great the game is, and those conversations take several days to play out since people can't just instantly respond to each other.

This time, for example, I came here just to post that video commentary I found. Everyone rushed to tell me I'm wrong for agreeing with the guy who made it, I'm mostly just responding to your explanations of why I'm wrong.

And 3D spotting(aka Q spamming) is the game's fault, if people couldn't do that, they'd have no choice but to go cap flags instead of playing seek and destroy.
 

Zargon

Lifer
Nov 3, 2009
12,218
2
76
Don't forget that many of those posts are responses to your responses trying to convince me how great the game is, and those conversations take several days to play out since people can't just instantly respond to each other.

This time, for example, I came here just to post that video commentary I found. Everyone rushed to tell me I'm wrong for agreeing with the guy who made it, I'm mostly just responding to your explanations of why I'm wrong.

yes not all your posts are argumenative and we agree on alot. but some oof your posts are nothing but blanket statements that look like flamebait. '32 man bf3 is still deathmatch'



And 3D spotting(aka Q spamming) is the game's fault, if people couldn't do that, they'd have no choice but to go cap flags instead of playing seek and destroy.

I acutally was about to post that yes that was the games fault, though not everyone does it and you can't in HC
 
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maniacalpha1-1

Diamond Member
Feb 7, 2010
3,562
14
81
yes not all your posts are argumenative and we agree on alot. but some oof your posts are nothing but blanket statements that look like flamebait. '32 man bf3 is still deathmatch'





I acutally was about to post that yes that was the games fault, though not everyone does it and you can't in HC

Well, if it looks like flamebait that's certainly not my intent, as I actually do believe it.

The other thing, though, is this: If we all decide to play on 32 player maps, DICE is going to look at their telemetry, and they will think that "32 players is the sweet spot", so they will have 32 player maximums in BF4, and the maximum map size will be shrunk to fit what they think is the right size for 32 players. And if the size they think fits 32, fits 32 in the way that BF3 64 maps fit 64, we'll all be forced to play the 16 player maps.
 

Zargon

Lifer
Nov 3, 2009
12,218
2
76
Well, if it looks like flamebait that's certainly not my intent, as I actually do believe it.

The other thing, though, is this: If we all decide to play on 32 player maps, DICE is going to look at their telemetry, and they will think that "32 players is the sweet spot", so they will have 32 player maximums in BF4, and the maximum map size will be shrunk to fit what they think is the right size for 32 players. And if the size they think fits 32, fits 32 in the way that BF3 64 maps fit 64, we'll all be forced to play the 16 player maps.

LOL while potentially true, its hilarious and alot of guesswork

I truly beleive that a large portion of the map sizes, is graphics related.

look at my sig. and OC'd 6950 with a 6970 xfired to it, and I cant have anything above medium to run eyefinity, and when I run single 1080p on my 120hz its high/med to stay on avg ~100 FPS.

I have my 2500K at 4.4 GHZ and 16 gb of DDR3.

the game still has its way with my system.
 

Childs

Lifer
Jul 9, 2000
11,313
7
81
I know this is a pro-BF3 and apparently pro-casualization, pro-meatgrind forum but nevertheless, here's a video commentary I found about the death of Battlefield:
http://www.youtube.com/watch?v=OWiLs4yVf0s

His case would have been clearer if he actually explained the missing teamwork features, but I agree with one major point. BF is dying because Dice and EA are trying to out-COD COD. "Dying" is overly dramatic, but its clearly not what it used to be. I've always thought that if people want to play COD the only way you get those people is by putting out something like it thats better, and BF isn't COD. So you start to strip away BF stuff to appeal to COD players, which alienates the BF players. BF3 was Dice's third attempt at it, with BC2, MoH, and now BF3.

If Dice took COD, removed or reduced killstreaks and perks, had ranked dedicated servers, more players, and opened up the maps a bit, if would be a good competitor to COD that suits Dice's strengths. But thats not BF (traditional BF, i.e. 1942, BF2, BF2142), and it should be a new franchise. They were somewhat close with MoH, but it was half assed, and essentially a paid beta for BF3 tech. Trying to make BF into something COD players will like is lose-lose.
 

QuantumPion

Diamond Member
Jun 27, 2005
6,010
1
76
If all DICE would do is put in working squad VOIP, clean up the map GUI a bit, and make parties in battlelog seamlessly put you in the right squad in-game, the game would be so much better than it already is. And these seem like relatively minor tweaks.
 

Ackmed

Diamond Member
Oct 1, 2003
8,483
528
126
Its far better than it was at release, before it would blind you from across a map!

BTW, have you ever had a 200 lumens Surefire tac light in your face? Even in the daylight it will blind the crap out of you at close range.

Sure its better, it doesnt mean its where it should be. Lots of things about this game arent realistic, so what does it matter if the light is as bright as a real one if its no fun? A real flashlight is not even close to as bright as it is in this game. Its stupid, annoying, and needs to be toned way down even still.

Why, yes I have actually seen a 200 lumens light in the daylight. It comes nowhere near blinding, unless you are very close, and its straight on. I have actually done what this game is about, to some extent. Being a Combat Engineer, and carrying a M16A4/203, with an AT4 for 7 months while actually looking for IED's. You can see my Surefire pressure switch on my magazine well, the actual flashlight is on the opposite side of the weapon.

Ive played as an Engineer 100% of the time, due to me being one.

 

DeadFred

Platinum Member
Jun 4, 2011
2,740
29
91
Sure its better, it doesnt mean its where it should be. Lots of things about this game arent realistic, so what does it matter if the light is as bright as a real one if its no fun? A real flashlight is not even close to as bright as it is in this game. Its stupid, annoying, and needs to be toned way down even still.

Why, yes I have actually seen a 200 lumens light in the daylight. It comes nowhere near blinding, unless you are very close, and its straight on. I have actually done what this game is about, to some extent. Being a Combat Engineer, and carrying a M16A4/203, with an AT4 for 7 months while actually looking for IED's. You can see my Surefire pressure switch on my magazine well, the actual flashlight is on the opposite side of the weapon.

Ive played as an Engineer 100% of the time, due to me being one.

I agree it could be toned down some more, Im just happy its not as bright as the freaking SUN like it was at games release. LOL

I own a Colt LEO6920 with a SureFire attached, so I too am familiar with what it can do to your eyes in the daytime.

BTW: Thank you for your service. :thumbsup:

 

coldmeat

Diamond Member
Jul 10, 2007
9,194
79
91
I finally got around to buying this the other day. Right now I'm trying to play the campaign but I'm finding the dirt on the screen to be REALLY distracting. It's almost making me want to just give up on the game.
 

Nintendesert

Diamond Member
Mar 28, 2010
7,761
5
0
I found that the game is much more enjoyable now that I've gone back to simply RPG spamming everyone. I'll fire a few times just to make someone duck back behind cover and then I'll RPG spam them to death.

That's the way to play it! M4 to keep someone pinned and then spam. MMhmm. And yes, this flashlights, lasers and bright washed out colors are ridiculous in this game. In doors and at night I can see it blinding, with that stupid bright washed out daylight I can't see why flashlights continue to blind.

The devs really need to issue some sunglasses for their game.
 

DeadFred

Platinum Member
Jun 4, 2011
2,740
29
91
I found that the game is much more enjoyable now that I've gone back to simply RPG spamming everyone. I'll fire a few times just to make someone duck back behind cover and then I'll RPG spam them to death.

That's the way to play it! M4 to keep someone pinned and then spam. MMhmm. And yes, this flashlights, lasers and bright washed out colors are ridiculous in this game. In doors and at night I can see it blinding, with that stupid bright washed out daylight I can't see why flashlights continue to blind.

The devs really need to issue some sunglasses for their game.
You sir, deserve to have your retinas fried by megawatt flashlights!

Here is a before and after pic of the flashlight nerf for anyone who didnt have the pleasure of playing beforehand.

 

Ariae

Diamond Member
Jan 3, 2004
4,057
0
76
AEK + foregrip only = ownage

This is one gun I'm OK w/ them nerfing in the next patch.
 
Feb 4, 2009
35,080
16,450
136
I wish they'd add a server option for laser/lights off. Plus add horns dammit. Otherwise BF3 is good stuff.
ps dirty lense guy you're playing it wrong battle field games are to be played online.
 

Jaiguru

Senior member
Aug 13, 2007
317
0
71
I will take a perk that says "sunglasses" and stops the effect of flashlights and lasers.

I'm actually Ok with the tactical light now. It's the Sun that irritates the shit out of me. It's pretty much to the point where I won't even play Sharqi anymore. If the Sun is at the enemy's back and in your face, you lose. Terrible terrible game mechanic for a FPS.
 

GullyFoyle

Diamond Member
Dec 13, 2000
4,362
11
81
New Battlefield Blog Post: DICE give multiple lectures at GDC 2012

H Brun | 03.06.12



We are excited to return in force to the Game Developers Conference. This year, we give a number of lectures from different aspects of developing our award-winning title Battlefield 3™.

If you’re attending the show, visit any of these lectures for an in-depth look at topics ranging from building a scalable terrain system to the animation process and philosophy behind Battlefield 3. Schedule and full details below. Hope to see you there!

Terrain in Battlefield 3: A Modern, Complete and Scalable System
SPEAKER/S: Mattias Widmark (EA DICE)
DAY / TIME / LOCATION: Wednesday 5:00- 6:00 Room 2006, West Hall, 2nd Fl
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / 60-Minute / Lecture / Intermediate
GDC VAULT RECORDING: Video Recorded

DESCRIPTION: In the session, we’ll take a complete look at the terrain system in Frostbite 2 as it was applied in Battlefield 3. The session is partitioned into three parts. We begin with the scalability aspects and discuss how consistent use of hierarchies allowed us to combine high resolutions with high view distances. We then turn towards workflow aspects and describe how we achieved full in-game real-time editing. A fair amount of time is spent describing how issues were addressed.

Finally, we look at the runtime side. We describe usage of CPU, GPU and memory resources and how it was kept to a minimum. We discuss how the GPU is offloaded by caching intermediate results in a procedural virtual texture and how prioritization was done to allow for work throttling without sacrificing quality. We also go into depth about the flexible streaming system that work with both FPS and driving games.

TAKEAWAY: Main takeaway is to see the full picture of a modern, scalable and flexible terrain engine that would work equally well for simulators as for games. A few novelties stand out, such as the procedural virtual textures and the flexible streaming system, both described in detail.

INTENDED AUDIENCE: Target audience is software engineers working with rendering in general, tools (level editors), data pipelines, streaming or that are just curious. Some technical artists may be interested too. No field-specific knowledge is required, but some knowledge of basic data structures (quadtrees) and basic rendering (shader graphs, virtual textures) helps.


Modular Rigging in Battlefield 3
SPEAKER/S: Johan Ramstrom (EA DICE)
DAY / TIME / LOCATION: Wednesday 3:30- 3:55 Room 3009, West Hall, 3rd Fl
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Visual Arts , Production / 25-Minute / Lecture / Intermediate
GDC VAULT RECORDING: Video Recorded

DESCRIPTION: For Battlefield 3, DICE took on its most difficult challenge so far. To raise the bar for character quality in games we developed our own deformation rig, combined it with the powerful ANT animation system (used in FIFA) and extensive motion capture usage. To create a believable experience we built and managed enormous amount of assets and ways of keeping these organized. The rigging process was one of the most challenging aspects of production, with the smallest change requiring an update for almost every single asset. With a modular rigging system and a flexible animation pipeline the production team could deliver on time and quality.

TAKEAWAY: This session will discuss the benefits of using a modular rigging system and what we’ve learned during the production of Battlefield 3.

INTENDED AUDIENCE: Technical artists and technical animators working with character deformation, rigging, facial setup and production pipelines.


Animation methodology for Battlefield 3
SPEAKER/S: Tobias Dahl (DICE/EA) and Mikael Hogstrom (DICE/EA)
DAY / TIME / LOCATION: Wednesday 5:00- 6:00 Room 3007, West Hall, 3rd Fl
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Visual Arts , Game Design / 60-Minute / Lecture / All
GDC VAULT RECORDING: Video Recorded

DESCRIPTION: Learn about the animation process behind creating Battlefield 3 but also the philosophy behind animation as a whole at DICE. The presentation will cover topics regarding both single and multiplayer animation challenges, as well as team oriented challenges. At DICE we are strong believers that animation span over more areas than just content creation and we will talk about how this affects our daily work at the studio. We will also share the problems we faced starting work on our biggest title yet and how we solved them.

TAKEAWAY: This talk you will give you a deep insight on how it is to work as an animator at DICE and why we chose this path. You will also learn about the animation challenges we faced creating Battlefield 3 and how we overcame them.

INTENDED AUDIENCE: This talk is for everyone that is interested in learning more about creating a large multiplayer\single player game from an animation perspective.


Stable SSAO in Battlefield 3 with Selective Temporal Filtering
SPEAKER/S: Louis Bavoil (NVIDIA)
DAY / TIME / LOCATION: Friday 12:05-12:30 Room 2006, West Hall, 2nd Fl
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / 25-Minute / Lecture / All
GDC VAULT RECORDING: Video Recorded

DESCRIPTION: With the highest-quality video options, Battlefield 3 renders its Screen-Space Ambient Occlusion (SSAO) using the Horizon-Based Ambient Occlusion (HBAO) algorithm. For performance reasons, the HBAO is rendered in half resolution using half-resolution input depths. The HBAO is then blurred in full resolution using a depth-aware blur. The main issue with such low-resolution SSAO rendering is that it produces objectionable flickering for thin objects (such as alpha-tested foliage) when the camera and/or the geometry are moving.

After a brief recap of the original HBAO pipeline, this talk describes a novel temporal filtering algorithm that fixed the HBAO flickering problem in Battlefield 3 with a 1-2% performance hit in 1920×1200 on PC (DX10 or DX11). The talk includes algorithm and implementation details on the temporal filtering part, as well as generic optimizations for SSAO blur pixel shaders. This is a joint work between Louis Bavoil (NVIDIA) and Johan Andersson (DICE).

TAKEAWAY: Attendees will learn about a simple temporal-filtering method that can fix SSAO flickering on thin geometry with a negligible performance hit, as well as generic SSAO-blur optimizations.

INTENDED AUDIENCE: This talk is addressed to graphics programmers who are familiar with writing post-processing pixel shaders in HLSL. Some knowledge on SSAO algorithms and DirectX 11 would help, but should not be required to follow the talk.
 
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Zargon

Lifer
Nov 3, 2009
12,218
2
76
no battlerecorder/spectator?



gully:
@zh1nt0 said:
@Claspedmars I know. That´s why we posted a big fixlist the other week and GDC will bring some nice new things to the table
 
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