The Battlefield 4 Thread 2015

so what frames are you getting then dude? This is why I've never gone to Mantle, I've never needed it. When I was on 1080, I used to use 150% res scale and 2xmsaa and locked my frames to 90 (on my old 60hz screen it was the sweet spot) but now I'm on 1440p, I have to turn it down to 120% and msaa x2. Only time it really tanks is when the normal buildings come down, in really explosive areas...but running around maps im hitting between 90 and 120fps most of the time. Reason I'm sitting there is because I like to keep my cards under 70 degrees..I dont like them burning out....7950's are incredible little cards mate.

Use 150% Res scale and no MSAA you heathen
 
I got that with a graph shown since day one so I can see when the cpu spike happen but I cannot average fps cos I cant really look at the fps all the time.

Don't even need msi afterburner for that (which doest work on Mantle anyway)

ahhh...well in dx11 you can just exit from game, look at your afterburner graphs from the last hour/ 2 hours etc to see the average frames, dips etc etc
 
Look under his name on the last page, and I'm speaking to him atm - he is permabanned.

EDIT - unbanned now, not sure what is happening now...
 
I'm staying quiet, especially with my history of bans via this thread/forum!

Should be on around 730.
 
CTE Prototypes – Patch #54 (162818)
Todays patch is a little smaller as a majority of our team is working on finalizing the CTE build of the unnanounced content to come late next week or early the week after.
We’ve got a fix for the turrets – not only for high tickrate, but in general in this build.

TURRET CHANGES
Vehicle turrets have had smaller issues for a pretty long time now – with higher tickrates, these issues where really bubbled to the surface as we started seeing big differences in how the turrets moved under higher tickrates.
It led us to find some pretty old code where turrets where dampened incorrectly – and we fixed this.
This applies to all turrets - which includes stationary objects, and all seats of vehicles that does NOT show your soldier weapon basically.
The fix means that we can make sure turrets are not moving too fast (and balance a turrets power/damage based on how fast it can move) – but also that we need to revisit every turret in the game.
In this release, we have our initial values for the RUSSIAN TANK set to a place where we like them. Please give us feedback on how this tank handles in your opinion – both using a mouse, and using a controller!
We are currently not handling the threshold point in a graceful way (it needs to be filtered to feel “good” – probably taper off speed at the very top end of movement speed), try to keep this in mind when testing the max sensitivity using the mouse.
With this change we will also be able to add a vehicle sensitivity slider for console players – something that has been asked for quite a lot.
What we need help with here is two things:
How does the Russian Tank feel? Both main tank turret and the gunner position. Too high max speed, too slow?
Which turrets work well? Which work less well? (anything you can move and you are not on foot as a soldier, or have your primary weapon available is considered a turret).

We will go through all vehicles in the game, but we need your help to find the worst offenders!

Please post your findings in this thread: Open Official Turret feedback thread

RELEASE NOTES These are the changes made on the prototypes branch in this release:
Misc Updates
Flashbang now doesn’t blind dead people
Removing specular from cockpit interiors – we should now get better visibility in cockpits
Fixed missing shader (pink I beams) on Golmud Railway
A fix for the Battlelog plugin issue (for testing) is in this build.
High Tickrate Changes
Tweaked the activation threshold percentages for the Low Server Performance warning icons.
Turret Changes
Now correctly dampens AND limits turret movement. We have only “fixed” the Russian tank so far – let us know which turrets are too slow, too fast or feel iffy in general.
 
Huh? I read those fixes as them finally addresses the sensitivity of the turret speeds!
Lol sorry I was jokingly expecting this as the start of a mass nerf like they did with the SRAW because too many nubs got killed by it. Myself included.


Simulation rate is faster in the high tick rate cte so it does need to be adressed. Player movement was spot on though.

Argh right I hadn't even played in a high tick vehicle yet so I didn't know. My bad.

But the James Franco and Seth Rogen documentary on North Korea shows it is indeed possible in real life?

I hear they brought nexus in as that scenes stunt coordinator :eek:.
 
I love saboting choppers. Nice filling when you blast one at long range.

But seems like half the time my sabots inpact on choppers and do no damage. Then theres times when it looks like i missed and sabot gonna fly past it and i get the kill.
Didn't notice at the time till watching it back on stream/video.
 
Back
Top Bottom