Battlefield 3 announced

When I encountered this on YT, my immediate thought was "it's fake". As if some kid made cuts from news footage and/or war films.
 
Last edited by a moderator:
Copied my post from the console thread:

http://twitter.com/#!/repi/status/40496654306123776
an MLAA-variant will be included
So that confirms PC...

Interesting:

http://twitter.com/#!/repi/status/40477978366459904
Working on antialiasing & quality comparison slides for my #BF3 DX11 talk @ #GDC11 (Monday 1:45). Comparing noAA, MSAA, FXAA, SRAA, TSAA

Geforce FX redeemed!

Maybe that's the MLAA variant? :s Or maybe he meant super sampling (FSAA). Guess we'll know when the slides get released.
 
Let's try summoning repi again!

Jag tilkallar dig, repi. I summon thee lest I am consumed by rage and rain hellfire upon thee.

please come and talk to us, repi! :D
 
Maybe that's the MLAA variant? :s Or maybe he meant super sampling (FSAA). Guess we'll know when the slides get released.

Looks like FXAA is YAPP - yet another post-process. This time based on luminance variation.

http://forums-eu.ageofconan.com/showthread.php?t=163911

The last week has seen a lot of good progress with the Dreamworld technology version. The issues we mentioned last week with the poor performance of the anti-aliasing feature have been resolved with a little help from our friends at NVIDIA, and the introduction of a new form of anti-aliasing known as FXAA. The first versions with this solution have now been deployed to the test server and are being put through their paces.

Our Lead render coder Fred Richardson was happy to elaborate a little more about the new option:

"We are actually one of the first games to get access to this new solution. FXAA is a new anti aliasing technique developed by NVIDIA which provides highly effective edge smoothing, based on image luminance variations. It is designed to be extremely compatible with deferred engines, by avoiding the issues traditional hardware MSAA presents with regards to retrieving sub-pixel depth buffer samples. In addition it has much lower video memory requirements, while still producing extremely high quality results and avoiding slight image blurring which is common to other image based anti aliasing solutions."
 
They could still provide an option for real AA, and the post-process stuff could work well for those with lower end hardware.
 
I'm curious to learn more about SRAA. If it has access to higher resolution depth and normal buffers then it has more information than traditional MSAA hence potentially higher quality. Since you're not storing MSAA samples memory usage and bandwidth requirements should be lower but with a higher shading cost. Am I off base here?
 
Hello, regarding audio in bf3
Reading the interview in this article. I get confused, the audio environment effect is calculated by engine or its just use a lot of baked audio then mixed ingame.

thanks
 
Last edited by a moderator:
Back
Top