Also if you have any illusions about BF3 as a console port. This take straight from Wikipedia with my notes.
A demonstration of quasi-realtime radiosity from the Frostbite 2.0 engine.
The next generation of Frostbite will debut with Battlefield 3. It will take full advantage of the DirectX 11 API and 64-bit processors, with no support for DirectX 9 (nor, therefore, Windows XP). It will also feature enhanced in-game destruction with Destruction 3.0, creating more refined physics than its predecessor.
At SIGGRAPH 2010, DICE gave several presentations on advances in their rendering technology:
"Tile-based deferred shading acceleration" via DirectCompute. This is being ported to the PlayStation 3's SPUs.
Morphological Anti-Aliasing (MLAA), again implemented with DirectCompute, for bandwidth conservation. MLAA is currently available only to a few PlayStation 3 games such as The Saboteur, God of War III and LittleBigPlanet 2. DICE intends to bring this feature to DirectX 11 GPUs.
Quasi-realtime radiosity using Enlighten from Geomerics.
Improved environmental destruction.
Realtime approximated subsurface scattering.[8
About the only thing DX11 and PC is the use of DirectCompute, which the 360 and PS3 don't need since they already have their 3 core general processing unit and the Cell Processor. And with direct to metal with no stupid API overhead like DirectX, they can do far more for performance than PC hardware can. DirectCompute is just replacement for something consoles already have IMO, not an advantage, because of DX overhead costs, consoles are still ahead."Tile-based deferred shading acceleration" via DirectCompute. This is being ported to the PlayStation 3's SPUs.
- ROFLMAO. This is ancient technology from a decade ago first developed by PowerVR for consoles. And tile based deferred shading is already used by CryTek and by the RED Engine by CD Projekt who both created games that run better on the 360 per hardware performance than they do on PC Hardware!Morphological Anti-Aliasing (MLAA), again implemented with DirectCompute, for bandwidth conservation. MLAA is currently available only to a few PlayStation 3 games such as The Saboteur, God of War III and LittleBigPlanet 2. DICE intends to bring this feature to DirectX 11 GPUs.
- As you can see, this has been used by PS3 for a while now. And the way DICE is going is stupid. This is something that should be done on the CPU, not DirectCompute with GPU. GPU will already be taxed to 99% usage with texture, post processing, shaders etc. EA Slightly Mad Studios for Shift 2 have the right idea, they will implement MLAA on CPU. DICE already disappointing me with this idiocy. This is pretty much forcing users to have beefy GPU with the CPU sitting there at 40% usage doing nothing. Stupid.- FYI, Witcher 2 RED Engine, CD Projekt already use MLAA, again DICE is just trailing behind the trends, nothing innovative or new. Pure marketing horsedung. And yes this was done for the 360 as the AA from Nvidia/AMD is of higher quality...Quasi-realtime radiosity using Enlighten from Geomerics.
- Developed for and used by the PS3 using the Cell Processor. Yeah whatever. All this means it's just better lighting, ambient occlusion easier for console hardware is all it means.As for Gameplay Console vs PC
- Aerial fighters on console and PC will have the same range
- PC will have greater range on foot with more player per map. Console and PC maps will probably be the same
- How much you want to bet DLCs and exclusives will come out on consoles first and then PC? It's what EA does with ALL their other games, why will BF3 be different? It's called marketing! Nothing more.- And who says more players on a map is better? I don't see that as an advantage or a perk. More players = MORE RANDOM DEATHS.
That's all it means. It just means you will die more often from randomly thrown hand grandades, random shootings from tanks, random spray shooting from helicopters, more random deaths from bombings, more random deaths from mortars, more random deaths from players just spray shooting every building, every rock, every tree they see. I don't see how dying 100 times more often from something unskilled and completely random as being fun. But that's me. On BC2 I personally play on 20 or less player maps, I just can't stand dying from random crap just by pure chance and no skill.- So what does this mean for console porting? This means all your stupid maps on BF3 will be optimized for consoles and controllers.
You will be funneled into choke points just like in BC2. It won't be as open and free as you are used to in BF2. The maps will be the same for PC and Console, just the range different. But that range where consoles are limited to is where all the action will be and that's where all the optimizations will be done to make it easier for console players, that PC players will have to suffer as well.- Due to the funneling into choke points = more camping and random deaths. Snipers, will know where to mortar and throw their C4s, helicopters and tanks will know exactly where to bombard etc. This just equals more opportunities to die randomly on PC... Wow, what an amazing advantage, perk that is!THIS IS A CONSOLE PORT NO TWO WAYS ABOUT IT. USE YOUR NOGGIN AND READ BEYOND THE MARKETING HORSEDUNG THAT EA AND DICE ARE SPREADING.
- Their marketing says such and such technology etc are being ported to console from PC.- If you do your research you will find all this horsedung marketing is false and it's actually being ported from console to PC. Just because it's being implemented first on PC with EA (DICE) doesn't mean it originated on PC, it's actually being ported to PC!Edited by ziddy123 - 6/28/11 at 12:52pm