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#126 (permalink) | |
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Forum Regular
Join Date: Sep 2007
Posts: 666
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Quote:
If you are too stubborn to admit you don't know what you are talking about, that's fine, I can appreciate that. But my list of questions are relevant. Wanna try again? |
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#127 (permalink) |
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Forum Regular
Join Date: Jul 2009
Posts: 675
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Have DICE optimized Battlefield Bad Company 2 specifically for the Intel i7/i5 range of quad core cpu's?. The reason i ask this is because i have tested Operation Flashpoint Dragon Rising with a phenom X4 and a phenom 2 X2 processor and i can't tell any difference in performance, frame rates are about the same, the game looks the same, the physics are the same, nothing is different, a amd phenom dual core runs the game the same as a phenom quad core.
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#128 (permalink) | |||
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Forum Junkie
Join Date: Oct 2005
Posts: 4,305
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Quote:
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Last edited by SneakyGunman; 08-01-2010 at 06:41 PM. |
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#134 (permalink) |
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Elite
Join Date: Dec 2009
Location: USA
Posts: 7,566
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Don't forget you aren't just running 1 game at a time. Your PC is constantly doing stuff in the background which eats resources so having extra threads available for this stuff is always a win win situation.
Having a core i7 can only help not hurt your gameplay. |
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#135 (permalink) |
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Forum Guru
Join Date: Oct 2007
Location: London - UK
Age: 31
Posts: 1,374
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The one thing which the Core i7 range doesn't have is a big L2 cache. Certain games actually perform worse than say a Q9650, because that has 12mb of L2 cache, whereas the i7 range only has 1mb of total L2 cache.
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#137 (permalink) |
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Forum Guru
Join Date: Oct 2007
Location: London - UK
Age: 31
Posts: 1,374
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Yep, though thats why I stated "certain games". The more modern games will run faster, but software from a few years ago is a bit less clear cut. I believe for example that Source based games run faster on Q9650 for example than a i7.
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#138 (permalink) |
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DICE
Join Date: Jan 2010
Posts: 2
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Hi there forum people, I'm one of the audio programmers at DICE responsible for the audio tech in Frostbite. repii sent me here to hopefully clarify some things. So here we go.
1. All platforms we presently target use software mixing in favor of the older hardware mixing engines. For PC, with Windows Vista switching to software mixing to get around hardware limitations and provide more powerful APIs (DirectSound was designed around the old ISA bus) with added support for things like custom DSP effects in the mixing pipeline, we could finally have a unified path for all SKUs. While the hardware acceleration provided by current gaming cards does provide the ability to do limited mixing and some environmental (reverb) effects without much CPU cost, the APIs are restricting (AFAIK, no custom DSP chains in HW) and it would demand much work from our side to work around that, if it's even possible. 2. Looking at some usage metrics at Steam Hardware Survey we can see that only about 3.7% of Steam users have access to any type of hardware acceleration features, although it seems to be increasing slightly. Granted, this is not necessarily the most reliable source, but it's the best one we have access to and it's usually a great indicator of what our target audience uses. Had we relied on hardware accelerating sound cards for our audio engine we would have provided a degraded experience for almost 97% of consumers. We want all our consumers to have an awesome aural experience when playing our games, so obviously we will do what fits that goal best given the resources we have available. We simply can't afford to support more than one path. 3. Regarding availability of hardware to test on, given that we would've gone down that path, I'll simply say that we used to have a discount from that big sound card manufacturer, but several years ago that disappeared. It's not like with Intel and the graphics cards companies who send repii all their new toys We simply cannot afford to go our and buy lots of cards, which is another upside to software mixing, we don't have to since all our features work on all cards equally. This saves both money and time and allows us to deliver greater quality to all of you.4. I know PC gamers are constantly looking for that edge over the console crowd, so I'll say this about performance, since this is that type of thread. If you have a faster CPU, our audio engine will be able to do more "stuff" in the same amount of time, and as such provide an even more awesome experience for you guys. This is however not something we would be able to do had we used hardware acceleration, since those resources are the same for everyone (kind of like on consoles, ironically enough). So just know that as you buy better computers, our engine will scale fairly well along with it. Even more so in future revisions of the engine. 5. If you truly want the best audio experience, in any game on PC, focus on finding a sound card with a good DAC and make sure you can turn as much post-processing as possible off and that you have some nice speakers. Any "enhancements" made to the signal after we send it to the sound hardware may introduce unwanted artifacts. Our sound designers take great care to mix the game and even master it thoughtfully depending on the settings available in our in-game options menu, so to get the true intended experience, stay away from additional EQs or other effects. This of course goes for home theatre receivers and TVs when playing on consoles as well. They even author specific content for the LFE, so make sure you turn that woofer up! But who am I to say what you can and can't do with your audio! I hope this information sheds some light on how we're thinking, and the audio department here at DICE would like to thank everyone in forums and video comments for their kind words about the audio in our games! Thanks for listening. |
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#139 (permalink) |
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Banned
Join Date: Nov 2009
Posts: 3,464
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What a fantastic, and intelligent post. That was a great read. Thanks for taking your time to finally make a real post
We would love to see more of this type of post.I loved the bit about "future revisions of the engine" care to talk about that? ![]() Thanks again, I think most gamers realized sound cards don't make a huge difference anymore. Sound in Frostbite, is just beyond incredible. It blows away every game I've ever heard. The way certain sounds take priority over others, instead of sounding all smushed... Some great tech going on over there at DICE. Last edited by Tephra; 13-01-2010 at 02:23 PM. |
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#140 (permalink) | ||
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Forum Junkie
Join Date: Oct 2005
Posts: 4,305
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Quote:
Quote:
A. Higher CPU Frequency B. More Cores Therefore, I ask the question so that it is clear in one regard. However, it posses another question regarding the context the statement was made. For example, what CPU is actually required more so then recommended when such a statement is made? Last edited by SneakyGunman; 13-01-2010 at 03:08 PM. |
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#141 (permalink) |
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Forum Regular
Join Date: Mar 2006
Location: UK
Age: 30
Posts: 840
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@katamakel
great post ![]() thanks for the detailed info and thanks to repi for telling you to come here. P.S. are you one of these 2 crazy audio guys at 2:48? ![]() Battlefield: Bad Company Video Game, Developer Diary: Frostbite HD | Game Trailers & Videos | GameTrailers.com |
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#143 (permalink) |
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Forum Regular
Join Date: Mar 2009
Location: The Stone-Age
Age: 36
Posts: 764
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Very informative post katamakel , thx for that.
One question if I may. What kind of filter is used when your soldier's hearing goes funky (after a blast/explosion), is it a low-pass or band-pass filter sweep? or a mixture of both? |
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#147 (permalink) |
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Forum Regular
Join Date: Jul 2009
Posts: 675
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With regards to bc2 pc, in windows vista or 7, any tips/suggestions selecting the sample rate and bit depth. Examples.. 16 bit, 44100 Hz (CD Quality) ..24 bit, 192000 Hz (Studio Quality). Or is this totally irrelevant to your audio engine used in battlefield bad company 2 pc version?. Thanks.
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#149 (permalink) | |
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Forum Junkie
Join Date: Oct 2005
Posts: 4,305
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Quote:
Last edited by SneakyGunman; 13-01-2010 at 04:01 PM. |
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#150 (permalink) |
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Forum Regular
Join Date: Dec 2009
Posts: 540
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Hardware accelerated sound is a dead and dying path to invest into. X-fi is (imho) a legacy chipset. I already started a thread dedicated to the audio engine in BF:BC2 where Repii was nice enough to point me in the direction of a good DAC as apposed to an X-fi based card.
My HT Omega Claro Halo and Senn PC350 patiently await BF:BC2. Since this is the Quadcore and multithreading thread I'd like to add that I decided to pick up a Q9550 to replace my E8400 specifically for this game. DICE rarely released any information.. but when they do say something about performance or hardware you better listen. Last edited by Treiptex; 13-01-2010 at 08:23 PM. |
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