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BioShock Infinite: The PC Version Difference

post #1 of 10
Thread Starter 
What you guys thinking about this lecture?
Is he talking for real?

http://m.ca.ign.com/articles/2013/01/15/bioshock-infinite-the-pc-version-difference

Are you looking forward to playing BioShock Infinite on PC? We had the opportunity to ask Ken Levine and technical director at Irrational Chris Kline a few questions about how the PC version will differ from the console versions as well as about possible support for Oculus Rift and Steam Box.
Skip to the bottom of the story for the minimum and recommended hardware configurations of BioShock Infinite. If you don't know what BioShock Infinite is check out IGN's impressions of the first few hours of the game.
IGN: How does your approach to the PC version of Infinite differ from how the PC version of the original BioShock was handled?
Chris Kline: The original BioShock was Irrational's first major title to appear not just on PC but on console as well. It took the extraordinary efforts of everyone on the team just to get the game running while meeting our unreasonably high quality bar. This meant that we had to make tough decisions regarding where we spent our time and how we allocated our resources. In hindsight, we underestimated both the amount of time required to build a PC-friendly UI and also the challenge of getting the game running well on DX10 which was brand-new at the time.
This time around things were done differently. From very early on the PC was given equal standing with the other platforms, with its own "strike team" of programmers, game designers, UI specialists, and artists who were on-call to address PC-specific needs. The extra time and resources allowed us to really do it right this time around.
IGN: How much of a difference would you say anyone with a high-end PC will be able to notice if they crank up all the settings compared to someone playing on consoles or even someone playing on PC with medium settings?
Chris Kline: Playing the PC version on Medium settings is fairly close to the console version, though higher quality in a few areas. As you go up from there to the High, Very High, and Ultra settings the difference is enormous.
The PC version ships on three discs, as opposed to one for consoles, to accommodate the higher-resolution content we provide for the PC. This really stands out when you play on the higher detail settings and higher resolutions that the PC allows. Irrational Games is known for all the detail we put into our worlds and the higher detail settings available on PC give us even more to work with.
Higher-end PC settings also activate on higher-quality versions of many of our core rendering features. For example, we show more objects and particles at longer distances and greater detail. We use a higher-precision color buffer for improved scene quality. Textures stream in more quickly, and we use higher quality texture filtering. More objects cast shadows, shadows are higher-resolution and blend more smoothly into the scene.
Though you only need DX10 hardware to play, if you have DX11 hardware you'll be able to turn on high-end PC-only features like Contact Hardening Shadows, High Definition Ambient Occlusion, and Diffusion Depth of Field. In particular, the HDAO and DDoF will take full advantage of the DX11 Compute Shader capability in high-end hardware, and our FXAA implementation is optimized for Shader Model 5.
{snip}
In an official blog post Irrational provided some additional details about graphics settings and control options. You can find the official hardware requirements below.
Minimum
OS: Windows Vista Service Pack 2 32-bit
Processor: Intel Core 2 DUO 2.4 GHz / AMD Athlon X2 2.7 GHZ
RAM: 2 GB
Hard Drive: 20 GB free
Video Card: DirectX10 Compatible ATI Radeon 3870 / NVIDIA 8800 GT / Intel HD 3000 Integrated Graphics
Video Card Memory: 512 MB
Sound Card: DirectX Compatible
Recommended
OS: Windows 7 Service Pack 1 64-bit
Processor: Quad Core Processor
RAM: 4 GB
Hard Drive: 30 GB free
Video Card: DirectX11 Compatible, ATI Radeon 6950 / NVIDIA GeForce GTX 560
Video Card Memory: 1024 MB
Sound Card: DirectX Compatible
Charles Onyett is an Executive Editor at IGN. He mostly covers the PC scene but still plays games on other platforms to maintain a balanced perspective. He also posts trivial observations on Twitter.

Note: Edited by moderator to remove excessively long quotation from another website. In the future, please only post 2-3 paragraphs from external articles at most thumb.gif
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post #2 of 10
yes it's real. we had a thread talking about it yesterday but some mod locked it up for some reason... said it belong in news... even knowing we were talking about the game....

http://www.bioshockinfinite.com/news/pc-specifications-for-bioshock-infinite-announced
Quote:
Graphics

I know, I know. Why discuss Controls first when we all know that Graphics Options is the first place you’ll be visiting? Because patience is a virtue. And it’s worth the wait.

This time around, we’ve fully embraced widescreen gaming. With our implementation of “horizontal plus” widescreen support, the wider you go, the more you’ll see of Columbia’s gorgeous vistas. And for the true aficionado, we support multi-monitor gaming with AMD Eyefinity, NVIDIA Surround, and Matrox TripleHead2Go. You’ll also have separate controls for aspect ratio, resolution, and display mode (fullscreen, windowed, and fullscreen windowed).

We have six different graphics presets, from “Very Low” to “Ultra,” providing a wide range of quality-versus-performance options. Gamers who want to tweak those further can switch to a Custom configuration, which gives you control over anti-aliasing, texture detail, texture filtering, dynamic shadows, post-processing, light shafts, ambient occlusion, and object level of detail. Many of these options have setting levels that are only available under DX11.

That’s right—BioShock Infinite is a DX11 game. Though you only need DX10-compatible hardware to play, having a DX11 graphics card gives you access to contact-hardening dynamic shadows, diffusion depth of field, high definition ambient occlusion and optimized antialiasing. Each of these features was developed in close collaboration with AMD’s graphics experts to take maximum advantage of modern DX11 hardware.

Finally, to show off all of that glorious PC pixel-pushing power, we’re shipping with unadulterated, full-resolution textures right in the box. You may not enjoy the three-DVD install, but we hope you will appreciate the jaw-dropping detail our amazing team of artists lavished on the game.


---


If I have any regrets, it’s that there are always more features that we wanted to add than we had time to implement. For example, some of the most requested PC features these days are in-game V-Sync and FOV adjustment controls. Unfortunately, given our tight sc—wait, never mind. We added those too!
 
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post #3 of 10
Thread Starter 
Whose buying it?
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post #4 of 10
I think BioShock Infinite is some writer's failure. I mean, BioShock 1 and 2 were barely believable since in 1950-1960s they couldn't have played with DNA and such, but now they have potions like the ones in the previous games, moreover it's a few hundred years in the past...fail!

I know it's a game, but this doesn't mean they can't get serious.
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post #5 of 10
Quote:
Originally Posted by farmdve View Post

I think BioShock Infinite is some writer's failure. I mean, BioShock 1 and 2 were barely believable since in 1950-1960s they couldn't have played with DNA and such, but now they have potions like the ones in the previous games, moreover it's a few hundred years in the past...fail!

I know it's a game, but this doesn't mean they can't get serious.

It's a giant floating city where people travel by hanging on to rails ... what do you expect?
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post #6 of 10
let's not forget this is steam punk.

also bioshock infinite isn't a sequel or a prequel. It merely uses the name, but it is it's separate thing.
 
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post #7 of 10
Quote:
Originally Posted by farmdve View Post

I think BioShock Infinite is some writer's failure. I mean, BioShock 1 and 2 were barely believable since in 1950-1960s they couldn't have played with DNA and such, but now they have potions like the ones in the previous games, moreover it's a few hundred years in the past...fail!

I know it's a game, but this doesn't mean they can't get serious.

Not.Sure.If. Serious.

The remarks from Kline seem passionate. Interesting his short take on Steam Box. I hope they do this one right, like Bioshock 1 -- B2 was such a let down ( I believe it was a completly different team from the first game.)
Edited by RaleighStClair - 1/19/13 at 9:50am
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post #8 of 10
Quote:
Originally Posted by farmdve View Post

I think BioShock Infinite is some writer's failure. I mean, BioShock 1 and 2 were barely believable since in 1950-1960s they couldn't have played with DNA and such, but now they have potions like the ones in the previous games, moreover it's a few hundred years in the past...fail!

I know it's a game, but this doesn't mean they can't get serious.

There's never been a game made that was 100% realistic, and if it was, it'd be boring as hell.

BTW, the first two Bioshock games took place in the 1930's. In the first few minutes of playing Bioshock I was like "wait ... there's no way they could've done that back th ... crap, I gotta kills these mutants and save Atlas's wife and kid!!!"

So yeah, it requires some suspension of disbelief, but aren't you accustomed to that by now as a gamer?
    
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post #9 of 10
This is exciting. I love when devs go all in on graphics
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post #10 of 10
Looking forward to this game!
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