Battlefield 4

Davros, you complete can play multiplayer on offline mode. Launch the MP game from battlelog.

It will run much faster than in online node
 
yeah that page, login to your origin ID and make sure installed the required browser plugin update.

select a server and join. it will run fine with Origin on offline mode.
 
paracel map have design seems similar with wake island but in another scale completely yay. It was a nice map that rarely anyone plays on BF3
 
This needs to be seen:


REAL TIME WEATHER EFFECTS!

One of the MANY things I've been asking for since like BC2.
 
but will the dynamic weather be sync-ed between clients? or it will be like dusts on BFBC2 where it does not look the same between clients.
 
but will the dynamic weather be sync-ed between clients? or it will be like dusts on BFBC2 where it does not look the same between clients.

Good question. The ocean waves are supposed to be synced. Hopefully they are syncing anything else that could affect gameplay, like anything that changes visibility.
 
This needs to be seen:


REAL TIME WEATHER EFFECTS!

One of the MANY things I've been asking for since like BC2.

Wow! Easily the most impressive next gen visuals I've seen to far, I might just have to break with tradition and play some multi-player.
 
Time for 64bit depth buffer! Come on repi, make it happen! :D

Seriously though, I suspect this problem will only get worse as games get longer and longer view distances. What can be done about it other than doubling z-buffer precision (which I assume will never happen)?
64 bits for depth is overkill, it would double the memory and BW usage. 32 bits are enough, if used correctly (32 bit FP + reversed z).
In the blog post they come to this conclusion:

"With a 24bit logarithmic buffer one can handle cosmic scales, still with 8 stencil bits available for rendering operations"

I fully agree with them that logarithmic depth buffering would be ideal (if we had direct hardware support), but with current GPUs you lose too much performance (disabled depth optimizations & compression) if you are using custom (logarithmic) depth output from the pixel shader.

The claimed advantage of having "8 stencil bits available" isn't true anymore. If you request 24 bit depth + 8 bit stencil, you will actually get 32 bit depth buffer (last bits are just padding) and an 8 bit stencil buffer, as modern GPU hardware stores stencil bits to a separate location. So 32 bit depth + 8 bit stencil doesn't consume 64 bits per pixel, it consumes 32 bit + 8 bits (in two separate memory locations). 24 bit depth + 8 bit stencil consumes exactly the same amount of memory & BW (no gain there).

As custom (logarithmic) depth output to 24 bit depth buffer disables depth compression, it actually consumes much more bandwidth than standard 32 bit depth buffering.

32 bit reverse floating point beats 24 bit logarithmic in quality (in their own tests as well). It is also fully supported by hardware on all DX10+ GPUs. By using it you will not lose any GPU depth optimizations & compression, and you will not lose any bandwidth or GPU memory either (since depth and stencil bits are no longer glued together, so 24+8 = 32+8 for both memory consumption & BW).

Of course it's unfortunate that in OpenGL, reverse depth buffering is still not officially supported (without Nvidia specific extensions). Hopefully we will get the support in OpenGL 4.4 (as it has been supported by all hardware since DX10 / Xbox 360 in the DX-land).
 
Picked up the premium pack for bf3 over the weekend and put some good hours into it.

The expansion maps are much better than what shipped with the original.

Got me hyped for bf4 with one exception.


Please don't ever do that shitty sun flare effect.
 
the intro make me happy and then.. he did not ride any air vehicle :(

btw it really feels like BF3.5 or some expansion pack of BF3 due to the very similar (or same) audio
 
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