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  1. #176
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    Quote Originally Posted by F34R View Post
    Here's a quote from a well respected member of beyond3d. This is a from a PM conversation we are having on this very topic:
    Can't wait for him to refute this one
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    UK>America. its just true

  2. #177
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    Quote Originally Posted by F34R View Post
    Here's a quote from a well respected member of beyond3d. This is a from a PM conversation we are having on this very topic:
    Nice!

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  3. #178
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    It's true the real-time lighting of BF3 cannot be achieved at 60fps. But the HDR Call of Duty MW3 already has is a good enough substitute tho. The shading of both games are very similar in demand aside from the intense spectular shading for some BF3 indoor environments. BF3's unique and beautiful style can be achieved at 60fps with comparable technical visuals to that of CoD given a few things:

    1. Get rid of the real-time GI in place for CoD's HDR.
    2. Tone down on the complexity of BF3's particle system.
    3. Reduce draw distance for spectular shading.
    4. Reduce rendering rez to 640p.
    5. Tone down on the obviously demanding physics system.
    6. Use more isotropic shading for game assets if that isn't already the case.
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  4. #179
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    Quote Originally Posted by Inzane2050 View Post
    It's true the real-time lighting of BF3 cannot be achieved at 60fps. But the HDR Call of Duty MW3 already has is a good enough substitute tho. The shading of both games are very similar in demand aside from the intense spectular shading for some BF3 indoor environments. BF3's unique and beautiful style can be achieved at 60fps with comparable technical visuals to that of CoD given a few things:

    1. Get rid of the real-time GI in place for CoD's HDR.
    2. Tone down on the complexity of BF3's particle system.
    3. Reduce draw distance for spectular shading.
    4. Reduce rendering rez to 640p.
    5. Tone down on the obviously demanding physics system.
    6. Use more isotropic shading for game assets if that isn't already the case.
    So you're going to swap out the entire differed rendering engine!? Then its not even going to be Frostbite 2.0 anymore...you're talking about swapping out integral parts of the game engine...it doesn't work that way bro!!...

    You're so lost i truly hope you don't believe what you type...

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  5. #180
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    Quote Originally Posted by Inzane2050 View Post
    It's true the real-time lighting of BF3 cannot be achieved at 60fps. But the HDR Call of Duty MW3 already has is a good enough substitute tho. The shading of both games are very similar in demand aside from the intense spectular shading for some BF3 indoor environments. BF3's unique and beautiful style can be achieved at 60fps with comparable technical visuals to that of CoD given a few things:

    1. Get rid of the real-time GI in place for CoD's HDR.
    2. Tone down on the complexity of BF3's particle system.
    3. Reduce draw distance for spectular shading.
    4. Reduce rendering rez to 640p.
    5. Tone down on the obviously demanding physics system.
    6. Use more isotropic shading for game assets if that isn't already the case.


    Might as well buy Modern Warfare 3.

  6. #181
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    Cool....been waiting for them to make a engine for PS3/360!

    "Xbox is about to become the next water cooler”

  7. #182
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    Quote Originally Posted by Insanehead View Post

    Might as well buy Modern Warfare 3.
    Why? Is Battlefield 3 going to somehow look like Call of Duty from what I described?
    Last edited by Inzane2050; 01-30-2012 at 11:52.
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  8. #183
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    Quote Originally Posted by Inzane2050 View Post
    Why? Is Battlefield 3 going to somehow look like Call of Duty from what I described?
    Pretty much...




  9. #184
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    Quote Originally Posted by F34R View Post
    Pretty much...
    Pretty much not. It would not look like Call of Duty. And people don't understand that bcuz they don't know how computer graphics work.
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  10. #185
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    Care to explain? Why wouldn't it look like MW3?




  11. #186
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    Quote Originally Posted by F34R View Post
    Care to explain? Why wouldn't it look like MW3?
    Do you care to explain how it would?..

    How would this:
    magically turn into this:
    from what I listed?
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  12. #187
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    Look... you keep dancing around these issues that YOU keep bringing up. I've never claimed to have any knowledge or expertise in the area. I assume that if you took everything away from the frostbite 2.0 engine to make the game run at 60fps, then you'd essentially be playing MW3; visually at least.

    Now, you come in here claiming X, and saying that I (we) don't know how these things work, and that's why I(we) don't understand what you're talking about. Well, educate me.




  13. #188
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    Quote Originally Posted by F34R View Post
    Look... you keep dancing around these issues that YOU keep bringing up. I've never claimed to have any knowledge or expertise in the area. I assume that if you took everything away from the frostbite 2.0 engine to make the game run at 60fps, then you'd essentially be playing MW3; visually at least.

    Now, you come in here claiming X, and saying that I (we) don't know how these things work, and that's why I(we) don't understand what you're talking about. Well, educate me.
    Well I've tried several times. I even used simple mathetics and like-and-like comparisons, but you keep acting like you don't understand. I'm at an impasse with some of these things I keep trying to explain.


    To explain for you tho:
    The HDR of MW3 can be altered and adjusted to mimic the lighting of BF3, but it simply won't be real-time for starters tho.
    Isotropic shaders will reduce demand without actually taking away from the visuals.
    Particles system can have the lighting effects removed as well. Shadowing of the particles is the only thing really necessary to keep the illusion.
    Reducing draw distance for spectular shading is hardly noticed by anyone. A lot of games have very shallow draw distances for spectular shading without anyone's knowledge of it like in Resident Evil 5, etc.
    Reducing the rendering rez to 640p not something to really affect the visuals either.
    Last edited by Inzane2050; 01-30-2012 at 14:08.
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  14. #189
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    Quote Originally Posted by Inzane2050 View Post
    Well I've tried several times. I even used simple mathetics and like-and-like comparisons, but you keep acting like you don't understand. I'm at an impasse with some of these things I keep trying to explain.


    To explain for you tho:
    The HDR of MW3 can be altered and adjusted to mimic the lighting of BF3, but it simply won't be real-time for starters tho.
    Isotropic shaders will reduce demand without actually taking away from the visuals.
    Particles system can have the lighting effects removed as well. Shadowing of the particles is the only thing really necessary to keep the illusion.
    Reducing draw distance for spectular shading is hardly noticed by anyone. A lot of games have very shallow draw distances for spectular shading without anyone's knowledge of it like in Resident Evil 5, etc.
    Reducing the rendering rez to 640p not something to really affect the visuals either.
    Thanks for the explanation...




  15. #190
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    If his posts were not so comical in would put him on ignore! This guy doesn't even have the slightest clue...he bought a computer programming text book the other day at a bookstore and has been throwing in random words from the glossary the past couple pages to give the illusion that he has a clue...

    So let me get this straight?...

    1. You're going to dump the deferred rendering? And replace it with????
    2 you're gonna drop all the dynamic lighting and magically replace it with some pre baked solution?
    3. You're gonna drop the native resolution from 704p to 640p
    4. You're going to "tone down" the physics engine

    Now...

    1. What are you gonna do with the character animations?...Doesn't BF3 run the FIFA animations engine? I assume we drop that too?

    2. What are you gonna do with textures? Re-work them? Lower the resolution? No matter what you think is true, higher Res textures require more memory...
    3. Are you going to keep the existing character models? Gun models? Vehicle models? Or do we re-do those with lower poly counts to lessen the load on the GPU?...

    Your "plan" to make BF3 run at 60fps on consoles strips out everything that makes FB 2.0 an impressive engine...this leaves you with a stripped down streamlined engine that is similar to IW5.0 in many ways...

    The only things to separate the two games at this point are the 3d models, texture work, and artistic vision...you've completely gutted FB2.0 to the point where it would no longer resemble the PC version...

    You may have removed or "toned down" enough stuff that you're on a technical level below that of IW5.0...

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  16. #191
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    1 thing I will say is frostbite engine is a pain in the arse to read and edit config files

    All this nonsense just to bind jump which button number is space? I have no ide.

    Code:
    GstKeyBinding.infantry.ConceptJump.0.axis 24
    GstKeyBinding.infantry.ConceptJump.0.button 5
    GstKeyBinding.infantry.ConceptJump.0.negate 0
    GstKeyBinding.infantry.ConceptJump.0.type 2
    GstKeyBinding.infantry.ConceptJump.1.axis 0
    GstKeyBinding.infantry.ConceptJump.1.button 57
    GstKeyBinding.infantry.ConceptJump.1.negate 0
    GstKeyBinding.infantry.ConceptJump.1.type 0


    Quake and IW engine
    Code:
    bind "space" "+moveup"
    Unreal engine is easier to read too althoguh I am not as familiar with it its not hard to figure out unlike Frostbite.
    Last edited by keefy; 01-30-2012 at 20:16.

  17. #192
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    Quote Originally Posted by keefy View Post
    1 thing I will say is frostbite engine is a pain in the arse to read and edit config files

    All this nonsense just to bind jump which button number is space? I have no ide.

    Code:
    GstKeyBinding.infantry.ConceptJump.0.axis 24
    GstKeyBinding.infantry.ConceptJump.0.button 5
    GstKeyBinding.infantry.ConceptJump.0.negate 0
    GstKeyBinding.infantry.ConceptJump.0.type 2
    GstKeyBinding.infantry.ConceptJump.1.axis 0
    GstKeyBinding.infantry.ConceptJump.1.button 57
    GstKeyBinding.infantry.ConceptJump.1.negate 0
    GstKeyBinding.infantry.ConceptJump.1.type 0


    Quake and IW engine
    Code:
    bind "space" "+moveup"
    Unreal engine is easier to read too althoguh I am not as familiar with it its not hard to figure out unlike Frostbite.

    say what you want about the technical prowess of IW 5.0...its a womderful engine in terms of being streamlined and optimized...
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  18. #193
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    Quote Originally Posted by keefy View Post
    1 thing I will say is frostbite engine is a pain in the arse to read and edit config files

    All this nonsense just to bind jump which button number is space? I have no ide.

    Code:
    GstKeyBinding.infantry.ConceptJump.0.axis 24
    GstKeyBinding.infantry.ConceptJump.0.button 5
    GstKeyBinding.infantry.ConceptJump.0.negate 0
    GstKeyBinding.infantry.ConceptJump.0.type 2
    GstKeyBinding.infantry.ConceptJump.1.axis 0
    GstKeyBinding.infantry.ConceptJump.1.button 57
    GstKeyBinding.infantry.ConceptJump.1.negate 0
    GstKeyBinding.infantry.ConceptJump.1.type 0


    Quake and IW engine
    Code:
    bind "space" "+moveup"
    Unreal engine is easier to read too althoguh I am not as familiar with it its not hard to figure out unlike Frostbite.
    That has nothing to do with the engine tho. It's just DICE unnecessarily naming their binds "button 57." But yeah, things like that are annoying.
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