I'd be extremely, gloriously happy playing a game rendering at 4k with 1080p output
I'd be extremely, gloriously happy playing a game rendering at 4k with 1080p output
Is it true that BF 4 has realistic magazine management and not ammo pools?
The world isn't made of static images. It's in motion. The experience of games is intended to be in motion. If D3 was a text adventure with static art, you'd have a point, but it's not. Nor is BF4. These games are intended to be played in motion. And if you're not happy with that, then on a technical level, if a game implements something like temporal AA, the static shots won't represent what the user experiences. Likewise, post AA can look great on a static image but ghastly in motion due to pixel crawl - the static image isn't anything like the 'true graphics' in that case.
Games are all about tricks and cheats to make them look good. Tricks and cheats reliant on the game moving are every bit as legitimate as tricks on static images. People should stop wasting their time and everyone else using static images to evaluate a game's appearance to the end user.
They're great to evaluate the engine and techniques, but the user experience is derived from the game in motion and that's the only sensible reference point.
Had to replay the last mission to unlock the P90...oh boy: while the SP is ok-ish in general...the last mission is such a pain to play...
Despite the super high resolution I still see some aliasing which basically confirms what we all already know....resolution is not the answer for better looking games....it's the assets. I think PC games will always suffer this "bottleneck"...and why AAA console exclusives at much lower resolution still look better than the "best" PC games.
Arma 3 has that, if realism is what you crave
A static image gives you time to evaluate the whole picture because you're not engrossed with the gameplay.
I'll check next time I play. I haven't paid attention till now.Yeah, I know, but I wanted to know if BF 4 has that as well.
I'll check next time I play. I haven't paid attention till now.
You don't have to be engrossed in gameplay. I'm saying use videos instead of static images. You can scrutinise a video every bit as much as an image, but the video (as long as up to speed) shows you what you will experience when viewing the game in motion, unlike a static screenshot that is misleading.I don't agree and certainly not in this case. A static image gives you time to evaluate the whole picture because you're not engrossed with the gameplay.
You don't have to be engrossed in gameplay. I'm saying use videos instead of static images. You can scrutinise a video every bit as much as an image, but the video (as long as up to speed) shows you what you will experience when viewing the game in motion, unlike a static screenshot that is misleading.
Another example - old-school flickering shadows. Before alpha blended shadows, consoles would alternate on and off for shadows and sprites to make them semi-transparent (also when invulnerable). A static screenshot would either show a solid shadow or none. In what way is that representative of what the end user experiences? It's completely misleading.
And we can look at hypothetical cases going forwards. What if a game renders at 240 fps with a jittered camera to provide AA? It won't need AA per frame as the integral over time will provide that naturally. And motion blur. So you'd have a screenshot that show no AA or motion blur, but the player would definitely experience these things. Hell, photography has a significant aspect that's about capturing what the eye can't in a still. A photograph of a hummingbird showing its wings isn't any use in understanding what the end user perceives.
Static shots are good for understanding the engine. They are no good for understanding how people will perceive the game. If jaggies are visible in the static screenshots, they may not be in motion, and importantly when people say, "I can't see them," pointing to static screenshots and saying, "There they are! Loads of jaggies!" is failing to understand the differences between images and video. And the key point is we no longer need static images. We have video! So let's use the video to talk about what we can perceive in games instead of screenshots. Use the screenshots only for technical analysis like pixel counting.
No-one said don't use images. I've only said don't use images as evidence as what you'll experience when playing in motion. You have pointed to jaggies in a still as evidence that they will be visible in game, but if people watching 60 fps video are saying they aren't seeing them, that's a far better reference than yours and there's no strength to your reference material. A static image is not indicative of what people experience seeing the game in motion and should not be used to talk about what quality people will experience in motion. Again, I point to MLAA. LBP2 stills were very crisp, but in motion there's a lot of edge crawling and shimmer. The static images suggest no aliasing would be visible, but the game in motion is quite different.But you can still miss things in video.It would be a major pain to go video to video to see if one is missing certain things like a tree and for that reason alone will always be used.
The Second Assault pack includes four ”fan-favorite” Battlefield 3 maps redesigned using the Frostbite 3 engine. The maps making the jump are: Operation Firestorm, Operation Metro, Caspian Border, and Gulf of Oman. These maps have been ”enhanced to include new multiplayer features from Battlefield 4,” according to DICE.
Second Assault will be available at launch for Xbox One, on November 22, as a timed exclusive. Release dates for PlayStation and PC versions are yet to be announced.
Thanks.
Though maybe it is only in hardcore modes in MP.
a funny one there but you can see that so many of these levollutions have no chance of happening during normal gameplay.