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01-30-2012 #176I once ate a dirty sock...don't tell anyone.
World domination has taken a momentary setback...talk amongst yourselves in the meantime.UK>America. its just true
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01-30-2012 #177Banned







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01-30-2012 #178Super Elite







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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.私は日本語がわかります。図書館で読みます。ビール飲みます。

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01-30-2012 #179Banned







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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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01-30-2012 #180
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01-30-2012 #181Ancient







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Cool....been waiting for them to make a engine for PS3/360!
"The console is a key showcase for game technology”
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01-30-2012 #182
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01-30-2012 #183
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01-30-2012 #184
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01-30-2012 #185
Care to explain? Why wouldn't it look like MW3?
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01-30-2012 #186
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01-30-2012 #187
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.
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01-30-2012 #188Super Elite







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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 13:08.
私は日本語がわかります。図書館で読みます。ビール飲みます。

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01-30-2012 #189
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01-30-2012 #190Banned







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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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01-30-2012 #191Master Sage







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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
Unreal engine is easier to read too althoguh I am not as familiar with it its not hard to figure out unlike Frostbite.Code:bind "space" "+moveup"
Last edited by keefy; 01-30-2012 at 19:16.

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01-30-2012 #192Banned







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01-31-2012 #193
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