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Old 24-Feb-2011, 09:27   #51
_phil_
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Originally Posted by L. Scofield View Post
Two clear instances:

1) @0:14 When the soldier opens the door with his shoulder.
2) @0:17 When the soldier is being drag away from enemy fire.

Ok.Didn't see it in any of the screen shots.They seem to use it only to integrate dynamic objects (characters mostly).
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Old 24-Feb-2011, 10:28   #52
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Originally Posted by Nebula View Post
It is actually more games than you would have thought during these years. You just need to actually experience it to have a clear reference. But lets not get into a comparision war now.
Or ever.
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Old 24-Feb-2011, 10:37   #53
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Originally Posted by Rangers View Post
Since when has the console version of a game looked drastically worse (minus framerate, resolution) than PC in recent memory?

The only console port I can think of of a game "taking advantage" of PC in the last 5 years is Crysis 2, and that seems dubious (I'm guessing it's just better shaders and the like).
The lead platform is the PC unlike the vast majority of games out there. The core series is also traditionally an envelope pusher on the PC so it doesn't seem that unrealistic that the PC versioncould have major graphicaladvantages.

Especially when you consider how far ahead that footage is than anything else were seeing on consoles right now.
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Old 24-Feb-2011, 10:41   #54
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Originally Posted by Shifty Geezer View Post
Is this the first release of a Geomerics light-engine game?
I believe so!
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Old 24-Feb-2011, 10:45   #55
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Originally Posted by ultragpu View Post
Not really, check out the weapon model and window frames, MLAA should easily fix those.
http://h-2.abload.de/img/bf3trailer6tyjc.jpg
http://h-2.abload.de/img/bf3trailer7xyis.jpg
erm.... those wires hanging in the first pic.

Quote:
But then again it could also be one of the new AA method Dice is using.
Yes, we don't know what changes they made to the algorithm. For all we know it's pickier about things so as to reduce overall work. Edge detection also isn't always going to be perfect. Just look at the rest of the second screenshot where the edges aren't in high contrast versus the jittery looking ones you are referring to.
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Old 24-Feb-2011, 11:30   #56
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erm.... those wires hanging in the first pic.

Yes, we don't know what changes they made to the algorithm. For all we know it's pickier about things so as to reduce overall work. Edge detection also isn't always going to be perfect. Just look at the rest of the second screenshot where the edges aren't in high contrast versus the jittery looking ones you are referring to.
Well, I re watched it in 1080p and can pretty much agree that it's the PC footage. The shadow res and filtering are way too high to be console. What made me think otherwise early on was the relatively weak building textures, average draw distance and the odd aliasing.
Anyway I'm truly excited for this title, the game is giving me a Black Hawk down vibe in its visual direction. Games are really catching up to movies these days.
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Old 24-Feb-2011, 12:50   #57
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I'm not up to speed with the Battlefield games, as i never played them on PC (at the time my computer was about as power as my current netbook... prob even less ).

Is this game a MP only gig or will there be a SP campaign?

The visuals are incredible and the lighting made me think i was watching a movie at certain points... seriously awesome
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Old 24-Feb-2011, 12:56   #58
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I'm not up to speed with the Battlefield games, as i never played them on PC (at the time my computer was about as power as my current netbook... prob even less ).

Is this game a MP only gig or will there be a SP campaign?

The visuals are incredible and the lighting made me think i was watching a movie at certain points... seriously awesome
Most of the previous games the sp was just a tutorial.
The game was all about the mp especially the 64 man servers.

The Bad company spin off series brought a better build SP campaign.
I could play BF 1942 and the expansion pack had to play Vietnam at a buddies house because pc was also so shitty back then.
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Old 24-Feb-2011, 13:32   #59
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This is some very impressive looking stuff. Not entirely realistic, but very nice
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Old 24-Feb-2011, 14:33   #60
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Geomerics Enlighten Thread: http://forum.beyond3d.com/showthread.php?t=46744

Gonna move the relevant posts there.
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Old 24-Feb-2011, 15:37   #61
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Originally Posted by ultragpu View Post
Not really, check out the weapon model and window frames, MLAA should easily fix those.
http://h-2.abload.de/img/bf3trailer6tyjc.jpg
http://h-2.abload.de/img/bf3trailer7xyis.jpg
But then again it could also be one of the new AA method Dice is using.
Oh yeah, you're right. We need more info then.
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Old 25-Feb-2011, 06:08   #62
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http://www.abload.de/image.php?img=n3coptmtx.jpg


oh my
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Old 25-Feb-2011, 06:32   #63
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Hopefully the lighting and destruction don't suffer too much of a downgrade on the console versions.


Quote:
Originally Posted by Tap In View Post
Is that a rag or something on the butt of the gun?
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Old 25-Feb-2011, 07:40   #64
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Dice said GOW3 also use the same radiosity tech? Thought the lighting looks great in GOW3 if not some of the best.
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Old 25-Feb-2011, 10:01   #65
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Have to see if they can make their claim true.
They said next gen graphics now with BF3.
Must have been talking about pc then with dx11 support and main platform Still love you DICE and forever will
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Old 25-Feb-2011, 11:07   #66
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Well, this game may actually be a good demonstration of the kinds of upgrades that we can expect from the next hardware generation's launch titles. Better resolution, more detailed textures, higher shadow and lighting fidelity... and maybe a few extra graphical features.
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Old 25-Feb-2011, 12:40   #67
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All I can say is that the lighting looks fantabulous !
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Old 02-Mar-2011, 00:55   #68
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http://enterbf3.com/images/sraa3.jpg
According to the tweet, the middle picture with 4x SRAA is apparently a PS3 screenshot. But I highly doubt that since it's 1080p for starters, but if DICE can keep it at true 720p using that AA I would be more than glad. The game looks amazing.
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Old 02-Mar-2011, 01:21   #69
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According to what tweet,can we get that link?

Anyway,I would not be surprised for it to be console shot if it were 720p because buildings a bit further are quite simple in geometry.It's not that its bad,just that its not something that looks like out of this world for PC game.

Lighting though looks totally bad ass.Would be happy if they could get that to work on consoles,along with nice AA.I think they will bring AA to consoles because it seems like they are focusing on that...
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Old 02-Mar-2011, 05:19   #70
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Quote:
Originally Posted by ultragpu View Post
http://enterbf3.com/images/sraa3.jpg
According to the tweet, the middle picture with 4x SRAA is apparently a PS3 screenshot. But I highly doubt that since it's 1080p for starters, but if DICE can keep it at true 720p using that AA I would be more than glad. The game looks amazing.
I don't know in motion, but for static screens seems like we have a new AA winner
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Old 02-Mar-2011, 05:25   #71
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I still think MLAA does a noticeably better job of edge smoothing but SRAA hides sub pixel aliasing better indeed.
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Old 02-Mar-2011, 07:57   #72
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First video is online and looking gorgeous. (720p)
Animated and lighted particles, direct light & GI, pretty much everything looks good.

Last edited by jlippo; 02-Mar-2011 at 08:12.
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Old 02-Mar-2011, 07:59   #73
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http://www.youtube.com/watch?v=-d4zP...layer_embedded


OMG
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Old 02-Mar-2011, 08:30   #74
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What does SRAA stand for? I mean the "SR" part !
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Old 02-Mar-2011, 08:33   #75
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Originally Posted by RenegadeRocks View Post
What does SRAA stand for? I mean the "SR" part !
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.
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