Aside from BF4 still not having real-time reflections on anything (for multiplayer at least. single player trailer showed it being used on a few puddles.) it looks pretty gorgeous. These aren't the best screens in the world, but whatever. I think they did a great job on the skyscrapers. Some of them are very obviously reflecting buildings that aren't there, but hey. In a few years we'll have real-time ray tracing and all will be well.
What am i missing? On ultra both in vids and screenshots reflections look pretty real time to me.
Anyway, the game looks amazing for the most part, can't wait to try it out on the 4th unlike you lucky mofos
It's all cube mapping. There's no actual dynamic real-time local reflections going on, like in Crysis 2/3 or Metro: Last Light. They've done a pretty good job at lining some of them up. Like the skyscrapers in the distance on the ocean for example. But you'll never see anything dynamic being reflected: characters, jet skis, boats, buoys, etc. BUT in the single player trailer you can see that they do have real-time reflections on a certain puddle of water, but then later in the video you can clearly see that they switched back to cube mapping. It's actually a great way to see the difference. With cube mapping the characters seem to "float" over reflective surfaces.
6:07: Real-time reflections properly reflecting the soldier's bodies/environment.
10:43: Cube mapped reflections. You can see that it's a "fake" non-dynamic reflection that doesn't actually reflect the soldiers.
bf3 was also very cpu intensive and it also had a debugger running.
It's been 2 years, you probably forgot about it lol.
I didn't mention anything about the debugger. I guess it was there as well, yes. But what I said about the performance stands, and yeah I remember very clearly.
Aside from BF4 still not having real-time reflections on anything (for multiplayer at least. single player trailer showed it being used on a few puddles.) it looks pretty gorgeous. These aren't the best screens in the world, but whatever. I think they did a great job on the skyscrapers. Some of them are very obviously reflecting buildings that aren't there, but hey. In a few years we'll have real-time ray tracing and all will be well.
What am i missing? On ultra both in vids and screenshots reflections look pretty real time to me.
Anyway, the game looks amazing for the most part, can't wait to try it out on the 4th unlike you lucky mofos
It's all cube mapping. There's no actual dynamic real-time local reflections going on, like in Crysis 2/3 or Metro: Last Light. They've done a pretty good job at lining some of them up. Like the skyscrapers in the distance on the ocean for example. But you'll never see anything dynamic being reflected: characters, jet skis, boats, buoys, etc. BUT in the single player trailer you can see that they do have real-time reflections on a certain puddle of water, but then later in the video you can clearly see that they switched back to cube mapping. It's actually a great way to see the difference. With cube mapping the characters seem to "float" over reflective surfaces.
6:07: Real-time reflections properly reflecting the soldier's bodies/environment.
10:43: Cube mapped reflections. You can see that it's a "fake" non-dynamic reflection that doesn't actually reflect the soldiers.
I wasn't talking about the skyscrapers though, just the water.
And as far as i saw in some videos, you can even see reflections of the firefights in the water (the projectiles).
May be wrong, gonna test on the 4th.
There's also the possibility as someone else mentioned before that ultra isn't really ultra right now, just like bf3 beta didn't have all the high end options enabled.
I do see what you're saying though in that video about realtime reflections vs cube (knew the difference already), maybe they're just using a combination of the 2. Also maybe multiplayer doesn't feature RT reflections on most stuff since SP is usually the part where you want all the eyecandy whereas mp favors higher fps.
Except if we are talking about AMD's x32 driver for the x64 beta
(which is nearly/or completely useless for a x64 exe, right? )
Joke's on me, noticeable improvement with these drivers.
Game runs much smoother
Yeah, I tried those last night (earlier today, really ) as well, and came to the same conclusion. I guess the x64 part is in there as well
Well like I said on TS last night to snify (also, toni/ixi/othermutebastards: get on TS just for the lulz ), I'm pretty sure that what AMD *meant* was "x86 and CFX profile for BF4...in addition to the obvious, necessary, mandatory, pointless-without-it x64 profile obviously"
Whoever wrote the notes is just a bit of a tool and worded it wrong
Areius wrote:
It is not a debug build, you can check this in IDA for example. People said the same about BF3 beta, you still remember how that turned out?
Not a debug build in that sense (most people have no idea what you mean, that's seriously not what they mean with a "debug build"); it is a debug build in the sense that it's a separate branch where they've added some more feedback to it. I have no doubt the beta phones home a *lot* more than the actual game will, as well as tracking a lot more metrics about the renderer, netcode and what not (which will all be sent off to DICE on game shutdown).
Not that I think that's what's causing the high CPU usage though, my money is on the weather and particle effects. There's a lot of them and I think there's just a bug where it's doing them Crysis-style (i.e. in areas it doesn't need to render). Those are things which require tons of draw calls, which will result in a CPU bound situation quite rapidly
I think there's just a bug where it's doing them Crysis-style (i.e. in areas it doesn't need to render). Those are things which require tons of draw calls, which will result in a CPU bound situation quite rapidly
Well if that's the case then we're all fucking then I doubt they could get that "fixed" in a reasonable time, could they?
I think there's just a bug where it's doing them Crysis-style (i.e. in areas it doesn't need to render). Those are things which require tons of draw calls, which will result in a CPU bound situation quite rapidly
Well if that's the case then we're all fucking then I doubt they could get that "fixed" in a reasonable time, could they?
Don't worry, I am sure it work fine with Mantle...
Currently no. This is the Exclusive BETA open to players who own BF3 Premium or fill some other criteria but you have to own something precise to gain acces to that.
The open beta starts on 4th of october.
So if ppl are having server issues already now then i cant imagine when the thing goes open which will increase the amount of people dramatically i presume.
Hmmm I don't who this guy over at Mordor is, but what he says actually makes sense to me:
Quote:
Originally Posted by NinjaQuick
You do realize that the entire point of DICE's betas nowadays is to crash systems, test network and experiment with patches, right?
If you honestly think this is the retail binaries of the game then you are pretty ignorant. Why else do you think the game is so heavily CPU dependent? DICE is basically running massive amounts of debug code on your machine, debugging every thread and instruction in the stack so that the moment something unexpected happens, they can generate a report on it.
Quote:
Originally Posted by NinjaQuick
What you are testing is not the front end of the game. This is a separate branch of the code, designed specifically for the purpose of decentralized testing, and back end testing. The client is probably doing tons of sync testing to make sure everything is hunky-dory, every command is logged and at the end of each round DICE probably fetches logs from all the clients.
These are all tasks that the final game will not be handling. DICE isn't interested in delivering a playable demo, they just want to throw as much meat at their system as possible to avoid any and all launch fiascos. Or at least to minimize the impact of launch problems.
It adds up when you consider the excessive cpu usage a great amount of people are reporting. I've also noticed unusual hdd activity, and I verified it wasn't just swapping. It would aslo explain why the client takes so long to exit when you manually hit "quit". That seemed off to me the first time I saw it.
Also, DICE has stated on different occasions that the main purpose of their betas is to stress test the servers. Add to that that they recently said they wanted to specifically test the 64 bit executables, to which we are restricted now.
Of course, there'd still be the question of why some specific PCs don't sweat it with all this background activity hypotethically being handled by the client.
If that's the case then why didn't the same happen with BF3?
My performance between beta and final code was pretty much the same.
boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
The Russian benchmark had the CPUs at stock clocks, this one includes OC-ed CPUs - I guess this is the source of the main differences.
Did some more testing. Still CPU limited as hell, but at least it responds fairly well to settings now. Using the Low profile I can get the game run very smoothly (well, as smooth as it can be with the CPU at 100%) with no dips under 60 (GPU load is around 45-50%, though), aside from those sudden split-second drops every once in a while that everyone seems to be experiencing.
With everything on Ultra (- Post AA), I can get it to run at 60 most of the time, but it's more prone to drops to mid 40s, especially when shit gets real and everything is blowing up around you. Particle effects do take the chunk out of the performance.
Wit that said, my GPU is still never fully utilised. It seems to go with a rather steady wave, fluctuating between 80% and 95%, even when the frame rate is at 45.
Edit: Also finally unlocked the proper Ammo Box, with the help of the 50% XP boost I received. Now I can resupply grenades and rockets... and dat XM-25
Working my way towards the MCS, want to see how those slugs work now
The Russian benchmark had the CPUs at stock clocks, this one includes OC-ed CPUs - I guess this is the source of the main differences.
Did some more testing. Still CPU limited as hell, but at least it responds fairly well to settings now. Using the Low profile I can get the game run very smoothly (well, as smooth as it can be with the CPU at 100%) with no dips under 60 (GPU load is around 45-50%, though), aside from those sudden split-second drops every once in a while that everyone seems to be experiencing.
With everything on Ultra (- Post AA), I can get it to run at 60 most of the time, but it's more prone to drops to mid 40s, especially when shit gets real and everything is blowing up around you. Particle effects do take the chunk out of the performance.
Wit that said, my GPU is still never fully utilised. It seems to go with a rather steady wave, fluctuating between 80% and 95%, even when the frame rate is at 45.
Edit: Also finally unlocked the proper Ammo Box, with the help of the 50% XP boost I received. Now I can resupply grenades and rockets... and dat XM-25
Now working my was towards the MCS, want to see how those slogs work now
Of course it's laggy and their particle effects are killing the CPU, they should be using PhysX instead, but since it's an AMD partnership game ... yeah
Currently no. This is the Exclusive BETA open to players who own BF3 Premium or fill some other criteria but you have to own something precise to gain acces to that.
That I did not know (my bad )
It's a bit strange though isn't it, is it open or not? Usually when there's a prerequisite to have purchased something, it sort of nullifies the 'open' part
So I was finally able to play a little more last night, and I really like it. Many improvements over BF3. Now I pretty much HAVE to pre-order... maybe next week.
Performance is decent right now, but I'm sure it could be better with a few patches/driver updates. Getting some strange stutters here and there... but ya...beta.
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