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[Youtube] Battlefield 3 Premiere Gameplay Trailer - Page 25

post #241 of 325
We'll just have to wait and see Not hating on your explanations it's just harsh to set limits on things when technology is advancing so quick.
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post #242 of 325
Quote:
Originally Posted by TriplePlay View Post
I agree with Microsis, you must have either been watching the lowest-resolution video or you are trolling. It looks fantastic and not "cartoony" at all.
Quote:
Originally Posted by Microsis View Post
Were you watching the video in 240p or something?

Could be the resolution, I'll wait for some high res stuffJust realised that there is a 1080p button I missed ...
post #243 of 325
Its like they read my mind and put in everything i wanted for this game.
Heres my money take it!!! Take it!!!
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post #244 of 325
Quote:
Originally Posted by losttsol View Post
Crysis is about eye-candy, gameplay is secondary. I think Dice is trying to put out a great game first, but it just so happens the graphics look extremely good as well. It will all come down to how well the BF3 multiplayer plays though. Crysis multiplayer/wars was garbage, even with good graphics.
Oh..

Well, at least that sounds more reasonable.
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post #245 of 325
Quote:
Originally Posted by OmegaNemesis28 View Post
They could look the same but does that mean that they will perform the same? I think not.
If it is the SAME installation of the SAME game running on the SAME system (not just a system with the same specs, but literally the exact same computer)? Yeah, they should perform the same. As in Battlefield 3campaign/single-player vs. Battlefield 3 multiplayer.



Quote:
Originally Posted by OmegaNemesis28 View Post
Lighting effects actually would. If you had something like dynamic lighting in a game, you have to sync it up with every person in the game so that they could see the same thing. That would put more stress on the server. Unless of course you go the CS:S ragdoll route where everyone sees something different but that wouldn't make any sense.
I don't think lighting would be handled by the server. It shouldn't have to synch up with all the players. Basically, the map has all the light sources in it. Then it tells everyone where they are. Which is NOT difficult or stressful, that's no more than sending the coordinates of an object and then a bit of data saying what the object is. Then, every PC will render that the same, because the light is coming from the same source. The game just has to have previously told (and continue telling) where objects are, and then the game adjusts light particles going into and around other objects. If they actually code it such that the server handles all the light paths, then that's poor coding. It only has to send the locations of the light sources, and then send info on the locations of other objects (which it will be sending data for all of those objects regardless of dynamic lighting or not).



Quote:
Originally Posted by OmegaNemesis28 View Post
Do you think that servers run one and only one instance of a game? Woah now lol. When you rent a server, you're getting thrown in with about 5 or 6 other people if not more in a single box. You're not getting your own little cozy home.
No, never thought that. Don't know where you got that from.



Quote:
Originally Posted by OmegaNemesis28 View Post
You get a server with a Quad Core CPU and a mind blowingly good connection, you still can't barely pull off a 180 man CS:S box with mods. That's 3 CS:S servers filled with 60 people each. It's a lag fest. Trust me, I've done it myself. I though the same as you. I thought that game servers dont stress at all. I was dead wrong and I had it in practice.

At one point I tried BF2 and CS:S at the same time. Granted the BF2 server wasn't that popular because EA does not let you host your own ranked servers for any Battlefield game - you HAVE to rent - it got it's fair share of use. And whenever that BF2 server was in use, the CS:S servers got their good helping of good ol' lag. CPU usage can skyrocket with BF2, and how old is that game?.
60 man CS:S servers? The hell? Haha. I mean I'm aware that they are out there, but I never actually see them.

That said, that's not my point. I understand that games are stressful on servers. My point is that I don't think increased graphics in a game will INCREASE that stress all that noticeably much on the server.



Quote:
Originally Posted by OmegaNemesis28 View Post
Define lower-quality? If you mean something like native resolution or textures like you said earlier - no one in this thread has said that native resolution or textures has to do with gameservers. In case you haven't noticed, I've specifically said desctruction physics, hitboxes, lighting, number of players and interactive objects, and map size so far.
This discussion was about the multiplayer graphics being worse than single-player graphics. As in the game not looking as good in multiplayer as it normally would in single-player. As in quality of textures, models, lighting, particle effects, draw distance, and things of that nature.

Quote:
Originally Posted by OmegaNemesis28 View Post
Quote:
Originally Posted by TriplePlay View Post
Why would multiplayer graphics be worse?
Why would they not?
You honestly think that those graphics are going to be in the multiplayer? Not even Crysis and Crysis Wars have the same graphical premise.


Anyway, about your previous points:
Hitboxes should not have to do with graphics quality, and I'm pretty sure lighting isn't handled by the servers (unless I'm oblivious to something that requires it), number of players is also not based on graphics quality, and neither is map size.



Quote:
Originally Posted by OmegaNemesis28 View Post
Take out things like desctruction physics, reduce map sizes, number of players, and model sizes - yes. It would.
I'm not saying that those things don't affect it, but I'm saying that could the servers not handle it if there wasn't some sort of problem? There's no doubt that map size, number of players, and destruction physics will cause stress (not sure what you mean by model size, but that might too).



Quote:
Originally Posted by OmegaNemesis28 View Post
The server has to track a ton of stuff. Player positions/movements, hitboxes, interactive object locations, perhaps vehicles, and I almost forget bullet drop as well. All of that has to be processed, relayed to every player in the game at all times, in the quickest manner possible. Other things like health values, area of effect, perhaps draw distance, and sounds all has to be done as well. When one player shoots a rocket - who gets to hear it? The server needs to tell other players that this guy shot a rocket, activate their rocket firing sounds, and where he fired it too. How far away could some other player see this rocket? Across the map or did they have to be close? What about the drop, the trailing effect of the rocket, the damage the rocket does to the tank, the splash damage of the tank to the surrounding people, and what happens after all of that. Oh and let's not forget that the player with rocket is now reloading as well, gotta display that animation to everyone. The server has to process and send all of that.

What graphics like to do with that can be quite varying.
Does that tank explode? Do pieces go everywhere? Does everyone in the game get to see that? Every player does get sent info on where those pieces landed and where that tank blew up to display models.
Complex animations can also have an effect. Does everyone have one set reloading animation, does everyone see different animations or is it one set thing?
For the tank exploding, that's true to an extent I'm sure, depending on how realistic and detailed they want to calculate physics. What pieces they want to blow off, if you can even blow pieces off. Or if it's just an explosion animation and then it gives damage based on how close you are to the explosion, then that's not going to be stressful at all, as it would just tell your computer "hey, that tank exploded" then your computer would show that.

And reloading animations and things like that shouldn't be stressful at all, as it just sends info that says "hey, this guy's reloading, use animation 2" and then your PC plays reloading animation 2.


Quote:
Originally Posted by OmegaNemesis28 View Post
Map size can extent all of this. There is now more location data for the server to process and who/what gets to see it. Makes everything more complex.
No doubt to that, map size and number of players are surely the biggest impact and will greatly affect it.



Quote:
Originally Posted by OmegaNemesis28 View Post
Lighting like you mentioned before can also have an effect. Dynamic lighting or perhaps time of day as Crysis does also needs to be relayed to other people.
I dunno about that, I would imagine it simply sending the coordinates for the light source and then your PC handles the light rays from that location. Also, time of day could be a variable something set at the start of a round and your PC just adjusts the sun and sky lighting depending on what time it tells you.



Quote:
Originally Posted by OmegaNemesis28 View Post
Props. Objects. If there are alot of interactive objects that are going to react to gunfire and explosions, where are they, what are they doing, and if they get affected - how. Cause and effect. Server has to relay all of that information as well. If everything is static - say that street lamp being blown up - then there is nothing to process.
No doubt that more interactive and dynamic objects are more calculations, but that's quantity, not quality. Adding more objects is not increasing the graphics quality if you ask me.



Quote:
Originally Posted by OmegaNemesis28 View Post
Hitboxes. Are character models complex? Do they have complex animations? Do those animations change the location of people's hitboxes? How many different hitboxes do people have? How fast do those hitboxes change? Those are graphics if you think about it. You can't see hitboxes, but what about the model they correspond to?
Character model animations is a good one, that would probably be a bit to process. But I'm not sure what they could change in the quality of that between single-player and multiplayer. Then again, I don't know how they handle things like that. If they handle it with pivot points from joints like elbows and hips and knees and thatnot, then trace lines between the points and then surround it with filler for the "body" region around that frame, then it might just be constantly sending coordinates anyway, regardless of complex or simple animations. But it could be something else entirely, I do not know.



Quote:
Originally Posted by OmegaNemesis28 View Post
That's the case with BC2. Game looks great, it's a bit toned down in multiplayer though in comparison to SP. Doesn't really make much of a difference.

I just dont think those graphics in this trailer are going to correspond to the gameplay in multiplayer. I don't think you're going to have one of those bridge scenes where the guy is shooting a rocket across the map at the guy in the building. If it is, then there won't be any major effects to go with it like destruction physics. I also don't think there will be any massively complex animations as well..
I hope that's not the case. But we'll find out, I have it pre-ordered as of today (well, yesterday since it's almost 2AM where I am now...)


I do see where you're coming from, and it doesn't seem implausible, I just think it won't be quite as bad as you make it out to be. And a lot of it just has to do with how the data is handled, which I have no idea how it is, I can just speculate as to what seems most logical to me.
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post #246 of 325
you guys have time to argue about this?
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post #247 of 325
Wow that looks dope.
post #248 of 325
I really really hope my sig rig will be able to max this game out when it's released

These graphics look unlike anything I've seen before... ever
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post #249 of 325
really!? really!?

BF 3
Crysis 2
Guild Wars 2

....omg what else!
post #250 of 325
Also... I'm guessing that this trailer is for the PC version? There's no way that any of today's consoles can handle those graphics IMO...
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