Overclock.net › Forums › Industry News › Video Game News › [Youtube] Battlefield 3 Premiere Gameplay Trailer
New Posts  All Forums:Forum Nav:

[Youtube] Battlefield 3 Premiere Gameplay Trailer - Page 22

post #211 of 325
Oh. My. God.
System
(15 items)
 
  
CPUMotherboardGraphicsRAM
AMD Phenom II x4 955BE @ 3.71ghz Asus Crosshair III Formula EVGA GTX 570 HD CORSAIR XMS3 8GB (2x2gb) and (1x4gb) 
Hard DriveHard DriveHard DriveOptical Drive
Kingston HyperX 3k 120gb SSD Western Digital Caviar Black 500gb Western Digital Caviar Blue 500gb Sony Optiarc Black 
OSMonitorPowerCase
Windows 7 Home Premium Asus VW246H Corsair TX750W Cooler Master HAF X 
  hide details  
Reply
System
(15 items)
 
  
CPUMotherboardGraphicsRAM
AMD Phenom II x4 955BE @ 3.71ghz Asus Crosshair III Formula EVGA GTX 570 HD CORSAIR XMS3 8GB (2x2gb) and (1x4gb) 
Hard DriveHard DriveHard DriveOptical Drive
Kingston HyperX 3k 120gb SSD Western Digital Caviar Black 500gb Western Digital Caviar Blue 500gb Sony Optiarc Black 
OSMonitorPowerCase
Windows 7 Home Premium Asus VW246H Corsair TX750W Cooler Master HAF X 
  hide details  
Reply
post #212 of 325
Quote:
Originally Posted by OmegaNemesis28 View Post
How not? If you blow up a building like you do in BC2 - the server has to take in all the coming connections and relay the position of say - rubble - so it is the same to everyone. It isn't like ragdolls where everyone gets a different display.
I'm no expert, but I highly doubt the location of stuff like individual pieces of rubble is synced between clients. This would be a ridiculous waste of bandwidth and resources.

The only thing I see being communicated is munition being used and the placement of the shot (or maybe the size of the hole). The particles that fly from the explosion are rendered independently as they don't have collision or any effect on the world around them. It's inconsequential where it all lands, so why would it need to be communicated?
Bueller
(15 items)
 
  
CPUMotherboardGraphicsRAM
i7 3770K 4.7Ghz @ 1.36v Asus Sabertooth Z77 Gigabyte Windforce 780 Ti 3GB 16GB Corsair Vengeance 1866 9-10-9-27 
Hard DriveOptical DriveCoolingOS
256GB Samsung 840 Pro + RAID1 2TB 7200 Hitachis LG 6X Blu-ray Burner Corsair H100i Windows 7 x64 
MonitorKeyboardPowerCase
Asus VG236HE XArmor U9BL-S Enermax Galaxy Evo 1250W Corsair 600T 
MouseMouse PadAudio
Logitech G500 SteelSeries 5L O2DAC -> Corsair SP2500 (or O2 amp and Beyerdyn... 
  hide details  
Reply
Bueller
(15 items)
 
  
CPUMotherboardGraphicsRAM
i7 3770K 4.7Ghz @ 1.36v Asus Sabertooth Z77 Gigabyte Windforce 780 Ti 3GB 16GB Corsair Vengeance 1866 9-10-9-27 
Hard DriveOptical DriveCoolingOS
256GB Samsung 840 Pro + RAID1 2TB 7200 Hitachis LG 6X Blu-ray Burner Corsair H100i Windows 7 x64 
MonitorKeyboardPowerCase
Asus VG236HE XArmor U9BL-S Enermax Galaxy Evo 1250W Corsair 600T 
MouseMouse PadAudio
Logitech G500 SteelSeries 5L O2DAC -> Corsair SP2500 (or O2 amp and Beyerdyn... 
  hide details  
Reply
post #213 of 325
Don't know if it's been posted, but a DICE employee just confirmed this trailer was not CG. It's all in-game: http://twitter.com/#!/stormonster

"#BF3 trailer is not pre-rendered CG, it's realtime rendered gameplay."
i7k
(21 items)
 
  
CPUMotherboardGraphicsRAM
i7 4770k Asrock z87 Extreme6 Gigabyte 1080 Ti Aorus Xtreme 16GB G.Skill Ripjaws X 1866 
Hard DriveHard DriveHard DriveHard Drive
OCZ Vertex 3 120GB 500GB Samsung 850 EVO 500GB Samsung 850 EVO 2TB Seagate Barracuda LP 
Hard DriveCoolingOSMonitor
2TB Seagate Barracuda Deepcool Assassin Windows 10 Pro 64-bit Samsung KS8000 
MonitorMonitorMonitorKeyboard
QNIX QX2710 Evolution ll ASUS VG248QE SAMSUNG 2433BW Logitech G710+ 
PowerCaseMouseAudio
PC Power & Cooling Silencer Mk III Series 850W Corsair 750D Logitech G600 Creative Sound Blaster Z 
Audio
Sennheiser HD 380 Pro 
  hide details  
Reply
i7k
(21 items)
 
  
CPUMotherboardGraphicsRAM
i7 4770k Asrock z87 Extreme6 Gigabyte 1080 Ti Aorus Xtreme 16GB G.Skill Ripjaws X 1866 
Hard DriveHard DriveHard DriveHard Drive
OCZ Vertex 3 120GB 500GB Samsung 850 EVO 500GB Samsung 850 EVO 2TB Seagate Barracuda LP 
Hard DriveCoolingOSMonitor
2TB Seagate Barracuda Deepcool Assassin Windows 10 Pro 64-bit Samsung KS8000 
MonitorMonitorMonitorKeyboard
QNIX QX2710 Evolution ll ASUS VG248QE SAMSUNG 2433BW Logitech G710+ 
PowerCaseMouseAudio
PC Power & Cooling Silencer Mk III Series 850W Corsair 750D Logitech G600 Creative Sound Blaster Z 
Audio
Sennheiser HD 380 Pro 
  hide details  
Reply
post #214 of 325
I think we're putting graphics and mechanics in the same bowl.

The fluidity of the interactions and soldier movements in the trailer adds to realism which can be considered graphics. The trailer is an in-game rendition, but I'd be willing to bet 90 percent of it is "on-railes", which means that these actions are unique and happen once (if twice) during the game for the purpose of the single player story experience.

I don't see the fluidity of movements integrated into multiplayer. Firstly, because most of the actions are proprietary to the moment. Secondly, there is just no way for a soldier to turn around, look at you in the eyes and wave you on. It's too faulty and just not able to be implemented into multiplayer correctly.

There is less going on than you think in multiplayer however. No, shadows don't sync from player to player. The player is placed in a position based upon the info from the server and rendered in it's lighting aspect by your computer. Syncing shadows - what a miss use of bandwidth. It would break the game.
Destruction. Most of the bricks and random objects that break from a building are transparent to you. You walk through most of them and when you blow a hole inside a building it's 1 of 50 possible entry's. This is already pre-determined and probably takes the server a few packets to distribute which one it is to it's clients.
A lot of things that seem smooth to you and make you think that the game must take a crap load of bandwidth is processed by your own CPU. Not to say that the game isn't intensive, it is, but it doesn't use as much as you'd think. Through good programing or whatnot.
post #215 of 325
Omega, I disagree with what you're trying to push. Everything you "see" in the game is all rendered by the client. The server simply tells all the clients what is going on by scripting, for example:

Pyro: Hey server, I'm firing tank shells at this building.
Server: K. Everyone, Pyro is firing tank shells at this building.
Everyone: Ok, rendering the damages.
(Eventually with enough tank shots)
Server: Everyone, this building is coming down.
Everyone: Ok, rendering the destruction sequence.
Server: Everyone, this building is coming down.

BC2 multiplayer isn't any different from the single player visually.

When you think about it, how come servers do so well managing bullets, let alone player movement? There are 32 (64 in BF2) players in a server, with thousands of bullets fired and meters (or whatever you want to say) of movement every few minutes. I really don't see the destruction system being that much more taxing on top of the load servers already handle.

Building damage is synced very well between all the clients and the server, I've confirmed this. I don't want to say much more because I'm about to play some BF2 with a bud
Edited by Stealth Pyros - 2/23/11 at 7:41pm
Gaming Rig
(20 items)
 
  
CPUMotherboardGraphicsRAM
Intel 2500k, 4.6GHz, 1.304v ASRock P67 Extreme4 Gen3 2x Sapphire HD7970 OC with Boost, 1150 MHz/1550... 2x4GB DDR3 1600 Corsair Vengeance 
Hard DriveHard DriveHard DriveOptical Drive
Samsung 840 Pro Samsung 750GB HD753LJ Samsung F3 ASUS 24X DVD Combo Drive 
CoolingOSMonitorKeyboard
Noctua DH14 Windows 8 Professional x64 Crossover 27Q 27" IPS LED, 2560x1440 Logitech G11 
PowerCaseMouseMouse Pad
Corsair TX750 Cooler Master HAF932 Logitech G500 Custom 
AudioAudioAudioAudio
Creative X-Fi Titanium Fatal1ty 2x Dayton B652 Bookshelf Dayton DTA-100A Amplifier Dayton 12" SUB-1200 Subwoofer 
  hide details  
Reply
Gaming Rig
(20 items)
 
  
CPUMotherboardGraphicsRAM
Intel 2500k, 4.6GHz, 1.304v ASRock P67 Extreme4 Gen3 2x Sapphire HD7970 OC with Boost, 1150 MHz/1550... 2x4GB DDR3 1600 Corsair Vengeance 
Hard DriveHard DriveHard DriveOptical Drive
Samsung 840 Pro Samsung 750GB HD753LJ Samsung F3 ASUS 24X DVD Combo Drive 
CoolingOSMonitorKeyboard
Noctua DH14 Windows 8 Professional x64 Crossover 27Q 27" IPS LED, 2560x1440 Logitech G11 
PowerCaseMouseMouse Pad
Corsair TX750 Cooler Master HAF932 Logitech G500 Custom 
AudioAudioAudioAudio
Creative X-Fi Titanium Fatal1ty 2x Dayton B652 Bookshelf Dayton DTA-100A Amplifier Dayton 12" SUB-1200 Subwoofer 
  hide details  
Reply
post #216 of 325
Quote:
Originally Posted by OmegaNemesis28 View Post
That further supports what I'm saying because theres only 2 people in the server. The game is so stressful on the server, it can't keep up with even two people yet alone a full load.
Lag can happen when no one is on a server. Just because no one is in it doesn't mean that it isn't still turned on and running. It isn't a tree in a forest.
That doesn't make sense at all. If the server lags with 2 players as well as with 32 players, how the hell can you conclude that it's the server? heck how can you even believe that a server today can't handle 2 players doing nothing except having one guy running around while the other shoots behind him, these things aren't more complicated than what we had in BF2.
Quote:
Originally Posted by OmegaNemesis28 View Post
Did you not read anything I said?
Ok let's go back to hitboxes.

If you have a complex, detailed, and gorgeous character model - how does its hitbox look? Is it simple or does it match the complex character model? The graphics representation has direct connection to the physics in this case.

If you blow up a building - how detailed is it? Do 40 pieces go scattering? or just a twig or two and a bunch of smoke? Direct connection.
I don't see what hitboxes have to do with this... you can have hitboxes 20 times bigger than the graphical representation of the player or you can have it follow the graphical contours of the players. It doesn't mean hitboxes are 'graphics'. Hitboxes are arbitrary. Still, I don't see what they have to do with physics in this discussion.

You don't seem to be able of making a distinction between the graphical representation of objects and the calculations of their movements and such.

edit: finally I know how to explain how I see things. If it's calculated by your graphics card, to me it's graphics. If not, then it's not. That's how I see it. It's a bit more complicated with nvidia physx, but it sounds like purely graphical additions to me.
Edited by thiru - 2/23/11 at 7:47pm
Omicron Lyrae
(13 items)
 
  
CPUMotherboardGraphicsRAM
Phenom II X3 720 BE @3.6 Asus M4A785TD-V EVO Sapphire HD5770 V2 OCZ 2x2GB Gold DDR3-1333 
Hard DriveOptical DriveOSMonitor
Samsung Spinpoint F3 1TB Sony Lightscribe DVD-RW Windows 7 Professional 64-bit AOC F22+ 1080p 
KeyboardPowerCaseMouse
Cherry Scissor Switch Flat Keyboard OCZ StealthXstream 600W Cooler Master Elite 334 Microsoft Sidewinder 
  hide details  
Reply
Omicron Lyrae
(13 items)
 
  
CPUMotherboardGraphicsRAM
Phenom II X3 720 BE @3.6 Asus M4A785TD-V EVO Sapphire HD5770 V2 OCZ 2x2GB Gold DDR3-1333 
Hard DriveOptical DriveOSMonitor
Samsung Spinpoint F3 1TB Sony Lightscribe DVD-RW Windows 7 Professional 64-bit AOC F22+ 1080p 
KeyboardPowerCaseMouse
Cherry Scissor Switch Flat Keyboard OCZ StealthXstream 600W Cooler Master Elite 334 Microsoft Sidewinder 
  hide details  
Reply
post #217 of 325
I think no matter what detail setting your on all of the basic things still happen for everyone like buildings being blown up and whatever else could go on with the environment, but its up to each client to decide how much detail it shows on each of these objects. I don't the physics calculations are done natively on the server, rather the server acts like a relay box between the clients communication what x client blew up to the other clients.

I think that physics is more of a random event, meaning that the same thing doesn't happen on each client; rather the server just tells every client that x building was blown up, and the client goes from there.

I think the server mainly handles hitboxes, player location, chat, when things happen, and general monitoring of the game. I would guess lag starts to occur because these things happen at a very rapid pace and occur often in a single game.

anywho this game looks like it could be the best game in a long time on PC.
No Name
(13 items)
 
  
CPUMotherboardGraphicsRAM
Core i5 760 batch: L034B172 EVGA P55 LE EVGA GTX 460 EE@ 862Mhz Core (air) 4GB Dominator DDR3@ 1333Mhz 
Hard DriveOptical DriveOSMonitor
500GB Samsung Spinpoint F4 POS OEM Dell DVD burner Windows 7 Ultimate x64 Compaq S1922@ 1366x768 
KeyboardPowerCaseMouse
Saitek Eclipse II Antec 650w Truepower NZXT M59 Razer Deathadder 
Mouse Pad
Qck Mass 
  hide details  
Reply
No Name
(13 items)
 
  
CPUMotherboardGraphicsRAM
Core i5 760 batch: L034B172 EVGA P55 LE EVGA GTX 460 EE@ 862Mhz Core (air) 4GB Dominator DDR3@ 1333Mhz 
Hard DriveOptical DriveOSMonitor
500GB Samsung Spinpoint F4 POS OEM Dell DVD burner Windows 7 Ultimate x64 Compaq S1922@ 1366x768 
KeyboardPowerCaseMouse
Saitek Eclipse II Antec 650w Truepower NZXT M59 Razer Deathadder 
Mouse Pad
Qck Mass 
  hide details  
Reply
post #218 of 325
Quote:
Originally Posted by Kaldari View Post
I'm no expert, but I highly doubt the location of stuff like individual pieces of rubble is synced between clients. This would be a ridiculous waste of bandwidth and resources.

The only thing I see being communicated is munition being used and the placement of the shot (or maybe the size of the hole). The particles that fly from the explosion are rendered independently as they don't have collision or any effect on the world around them. It's inconsequential where it all lands, so why would it need to be communicated?
That's not true though - those particles are sometimes large enough to hinder player movement. Have you walked by a building while or after it gets blown up in BC2?

Quote:
Originally Posted by Stealth Pyros View Post
Omega, I disagree with what you're trying to push. Everything you "see" in the game is all rendered by the client. The server simply tells all the clients what is going on by scripting, for example:

Pyro: Hey server, I'm firing tank shells at this building.
Server: K. Everyone, Pyro is firing tank shells at this building.
Everyone: Ok, rendering the damages.
(Eventually with enough tank shots)
Server: Everyone, this building is coming down.
Everyone: Ok, rendering the destruction sequence.
Server: Everyone, this building is coming down.

BC2 multiplayer isn't any different from the single player visually.
False. Yes it is. The explosions and destruction of buildings are MUCH less toned down and there is a whole lot less to blow up. Virtually everything in SP can be blown up and in MP you get a few houses all of which are strikingly similar.

Quote:
When you think about it, how come servers do so well managing bullets, let alone player movement? There are 32 (64 in BF2) players in a server, with thousands of bullets fired and meters (or whatever you want to say) of movement every few minutes. I really don't see the destruction system being that much more taxing on top of the load servers already handle.
How can you not? It's more to track and calculate. More = more load.

Quote:
Building damage is synced very well between all the clients and the server, I've confirmed this. I don't want to say much more because I'm about to play some BF2 with a bud
And I've said this.

Quote:
Originally Posted by thiru View Post
That doesn't make sense at all. If the server lags with 2 players as well as with 32 players, how the hell can you conclude that it's the server? heck how can you even believe that a server today can't handle 2 players doing nothing except having one guy running around while the other shoots behind him, these things aren't more complicated than what we had in BF2.
Are you trying to conclude that if no one is in the server there is no load even when it's on? Are you insane?
There is a constant load the second you flip the switch on the server. You seem to be making load as a universal word that applies only when people are in a server and everything contributes to that one "load" on the server.
Movement for example is an individual traffic, or load, the server has to deal with. The game could be taxing enough as it is to make it so even with 1 person, the load on the server is laggy enough to not be able to keep up with the player. The player moves at a preset speeds - either crouched, walk, or running. The server might not be able to move the hitbox as fast as the running speeds regardless of the amount of players because there is so much load going on for it.

Quote:
I don't see what hitboxes have to do with this... you can have hitboxes 20 times bigger than the graphical representation of the player or you can have it follow the graphical contours of the players. It doesn't mean hitboxes are 'graphics'. Hitboxes are arbitrary. Still, I don't see what they have to do with physics in this discussion.
Perhaps hitboxes werent the best way to get my point across. Never mind sorry.

Quote:
You don't seem to be able of making a distinction between the graphical representation of objects and the calculations of their movements and such.

edit: finally I know how to explain how I see things. If it's calculated by your graphics card, to me it's graphics. If not, then it's not. That's how I see it.
that's senile. So, when water reacts to your bullets - those arent graphics because it's being calculated by the CPU? LOL
Oh but wait - when you have PhysX that's when they become graphics?
Nemesis NE-α
(15 items)
 
   
CPUMotherboardGraphicsRAM
Intel Core i7 4790k (Devil's Canyon) AsRock Z97 Extreme 4 Visiontek AMD 6990 Corsair XMS3 DDR3 1600 
Hard DriveCoolingOSMonitor
Samsung EVO 840 XSPC Raystorm Windows 8.1 Dell U2311H 1920x1080 IPS 
MonitorMonitorKeyboardPower
Dell U2311H 1920x1080 IPS Dell U2311H 1920x1080 IPS Ducky Blue Overclock.net Themed Mechanical Keyb... Corsair Silver 1kw  
CaseMouseAudio
Case Labs TH10 Logitech G502 Logitech 5.1 speakers w/ Onkyo Receiver 
CPUMotherboardGraphicsRAM
Intel Xeon W3520 i7 4.0ghz EVGA X58 Classified Visiontek 6990 GSkill 6GB DDR3 Pi 
Hard DriveOptical DriveOSMonitor
2x OCZ Vertex 60GB SSD ; 2x 1TB ; 2x 2TB Samsung BluRay Burner Windows 7 Ultimate 64x 3x Dell U2311H 23" 1080p IPS 
KeyboardPowerCaseMouse
Logitech G15 Gaming Keyboard SilverStone Strider 1000w Modular Power Supply Lian Li V2000 Plus Logitech G9 Gaming Laser Mouse 
Mouse Pad
Cyba Sniper Tracer (Acrylic Glass) 
  hide details  
Reply
Nemesis NE-α
(15 items)
 
   
CPUMotherboardGraphicsRAM
Intel Core i7 4790k (Devil's Canyon) AsRock Z97 Extreme 4 Visiontek AMD 6990 Corsair XMS3 DDR3 1600 
Hard DriveCoolingOSMonitor
Samsung EVO 840 XSPC Raystorm Windows 8.1 Dell U2311H 1920x1080 IPS 
MonitorMonitorKeyboardPower
Dell U2311H 1920x1080 IPS Dell U2311H 1920x1080 IPS Ducky Blue Overclock.net Themed Mechanical Keyb... Corsair Silver 1kw  
CaseMouseAudio
Case Labs TH10 Logitech G502 Logitech 5.1 speakers w/ Onkyo Receiver 
CPUMotherboardGraphicsRAM
Intel Xeon W3520 i7 4.0ghz EVGA X58 Classified Visiontek 6990 GSkill 6GB DDR3 Pi 
Hard DriveOptical DriveOSMonitor
2x OCZ Vertex 60GB SSD ; 2x 1TB ; 2x 2TB Samsung BluRay Burner Windows 7 Ultimate 64x 3x Dell U2311H 23" 1080p IPS 
KeyboardPowerCaseMouse
Logitech G15 Gaming Keyboard SilverStone Strider 1000w Modular Power Supply Lian Li V2000 Plus Logitech G9 Gaming Laser Mouse 
Mouse Pad
Cyba Sniper Tracer (Acrylic Glass) 
  hide details  
Reply
post #219 of 325
Quote:
Originally Posted by tosh.0 View Post
I think that physics is more of a random event, meaning that the same thing doesn't happen on each client; rather the server just tells every client that x building was blown up, and the client goes from there.

I think the server mainly handles hitboxes, player location, chat, when things happen, and general monitoring of the game. I would guess lag starts to occur because these things happen at a very rapid pace and occur often in a single game.

anywho this game looks like it could be the best game in a long time on PC.
Physics would be infinitely difficult to sync and would require tons of bandwidth. BC2 either gives the ragdoll a start and end position and allows the cpu to process the middle movement or does not have any bearing upon the ragdolls at all. The reason I say this is because the ragdolls lag a bit before they move in a populated server and actually will jock into a position. If you play a game which syncs the ragdoll it's like watching a 1080p youtube video on a P3 1GHz, in a movement sense.
Edited by pengs - 2/23/11 at 8:04pm
post #220 of 325
Either you're a troll or thick.
Omicron Lyrae
(13 items)
 
  
CPUMotherboardGraphicsRAM
Phenom II X3 720 BE @3.6 Asus M4A785TD-V EVO Sapphire HD5770 V2 OCZ 2x2GB Gold DDR3-1333 
Hard DriveOptical DriveOSMonitor
Samsung Spinpoint F3 1TB Sony Lightscribe DVD-RW Windows 7 Professional 64-bit AOC F22+ 1080p 
KeyboardPowerCaseMouse
Cherry Scissor Switch Flat Keyboard OCZ StealthXstream 600W Cooler Master Elite 334 Microsoft Sidewinder 
  hide details  
Reply
Omicron Lyrae
(13 items)
 
  
CPUMotherboardGraphicsRAM
Phenom II X3 720 BE @3.6 Asus M4A785TD-V EVO Sapphire HD5770 V2 OCZ 2x2GB Gold DDR3-1333 
Hard DriveOptical DriveOSMonitor
Samsung Spinpoint F3 1TB Sony Lightscribe DVD-RW Windows 7 Professional 64-bit AOC F22+ 1080p 
KeyboardPowerCaseMouse
Cherry Scissor Switch Flat Keyboard OCZ StealthXstream 600W Cooler Master Elite 334 Microsoft Sidewinder 
  hide details  
Reply
New Posts  All Forums:Forum Nav:
  Return Home
  Back to Forum: Video Game News
Overclock.net › Forums › Industry News › Video Game News › [Youtube] Battlefield 3 Premiere Gameplay Trailer