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***THE BF4 BENCHMARKS THREAD***

I don't think it helps as when the building collapses the whole map goes white/grey.

Indeed. bloomin dust everywhere.

It is a shame they only gave us one urban map but then I suppose that is to be expected for a beta. Although didn't the BF3 beta have metro AND Caspian?


I really want to see what more rural landscape looks like with plenty of sea/coastline.
 
logged 140 hours in the beta.
pretty much the same time I spent with Bf3 the last 2 years.
its just better.
Khan.

You spent 9 hrs a day for 14 days playing one map in the beta!

Must be a relative of David Blaine to stick one map in one game for that long! Especially as it didnt work very well in the beginning.:eek:
 
I don't think it helps as when the building collapses the whole map goes white/grey.


Yeah i didn't like that, the map was nice, bright and shiny until that mist descended, it looked horrible.

They did fix the roof top sniper problem though, they increased bullet drop and decreased bullet velocity.

The Forum was full of whiny snipers crying that it was harder to hit moving targets.... wah wah wah sniff.

Good! most off them disappeared off the roof tops and it was once again safe to run around.
 
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Yeah i didn't like that, the map was nice, bright and shiny until that mist descended, it looked horrible.

They did fix the roof top sniper problem though, they increased bullet drop and decreased bullet velocity.

The Forum was full of whiny snipers crying that it was harder to hit moving targets.... wah wah wah sniff.

Good! most off them disappeared off the roof tops and it was once again safe to run around.

Didn't know that and good show, they made sniping Childs play with the distance thingy you can change, now time to buff the OSK.
 
Yeah i didn't like that, the map was nice, bright and shiny until that mist descended, it looked horrible.

They did fix the roof top sniper problem though, they increased bullet drop and decreased bullet velocity.

The Forum was full of whiny snipers crying that it was harder to hit moving targets.... wah wah wah sniff.

Good! most off them disappeared off the roof tops and it was once again safe to run around.

I thought sniping was a little harder this last day or two, Still managed to get a couple of nice shots though :p
 
Didn't know that and good show, they made sniping Childs play with the distance thingy you can change, now time to buff the OSK.

OSK?

I think the Tank damage alarm needs to be louder, you can't hear it in battle, BF3 had that going pretty well, you knew when it was time to get out just by the noise it made, you never needed to take your eye off the battle.

In fact sound in an issue with BF4 full stop, in that there is very little of it. inside a Tank there is no sound from choppers or soldiers around you, you use your hearing subconsciously in a battle, you can pinpoint the enemy without seeing them, in BF4 there is no indication of them being there until its to late, its not very immersive gameplay, its also a pain.
 
I clocked up 27 hours :)

Btw the dust? Thats realism for yer.. this is what happens when a skyscraper comes down. 911 taught us that.

Though the building itself coming down dont look too good at the bottom. Need more dust n stuff to cover up the bad effects ;)

Lets hope they throw in some physics for the building coming down in the final release.. i wana see debris bouncing around for a few seconds :D
 
Im not happy it ended cuz i only found out yesterday that Spectator Mode actually worked in the beta lol

Like i said though.. i got 180GB of Spec Mode footage to make a video out of :)

Be nice if they give us a couple of days on a different map :p
 
So after listening to some of the audio sound from my recordings (and in Fraps i used the Multichannel option) it surely is in surround sound except for the centre speaker having nothing coming out of it (this works in BF3 btw)

Comms only comes through the left surround speaker but front left and right are definitely working right apart from sounding slightly louder in the left.

Sounds awesome when the choppers fly by :D

They have some work to do then but im sure it isnt too much to fix on the audio side of things :)

Just thought i'd post this for anybody interested in the Home Cinema option in BF4.
 
Some feedback from DICE touching on the high CPU usage.

http://www.eurogamer.net/articles/2013-10-17-dice-promises-improvements-after-battlefield-4-beta

Battlefield 4's final version will boast a long list of improvements from the game's recent beta, developer DICE has announced.

PC players will be pleased to hear that DICE is working on the beta's sometimes low frame rate and stuttering issues, as well as its high CPU usage for dual, quad and six-core processors.

Console owners will get more controller layouts in the final game, including a "Legacy" layout similar to Battlefield 3. A fix to better find populated servers will also be included.

A list of more general tweaks and bug-fixes lies below, but DICE saw fit to draw attention to one particular exploit in particular - the elevator catapult.

"Although an interesting concept, elevators were never designed to act as a catapult or teleporter," community manager Vincent Vukovic wrote in a new blog post. "The bug where the elevator button would catapult you up into the air is fixed for the final game. But we did enjoy all the crazy videos you've posted. Thanks!"

Infantry Changes

Fixed how the player only receives a single local damage sound effect if he or she was the victim of a quick, clean kill. The sound and camera impact effect had too long a cool down between hits. This should improve the responsiveness of being killed and taking damage.
Reduced the fire rate of the AK12 in burst from 1000rpm to 750rpm. The rate of fire was too high when combined with the low recoil of the weapon, making it more powerful than intended in burst mode.
Tweaked the compensator and muzzle brake so they're properly less accurate in sustained automatic fire.
Reduced and rebalanced full auto accuracy based on rate of fire for all automatic weapons to balance low ROF weapons. Low ROF weapons were remaining accurate long enough to get easy kills outside of their intended optimal range.
Increased the default throw distance of the portable ammo and med packs. This makes it easier to throw these packs to teammates.
Portable ammo packs now reload 2 magazines of bullets instantly and up a total of 4 magazines per pack over time. The player must stay on top of the ammo pack in order to benefit from all of the ammo reloading. Grenades, RPGs, and other explosive launchers do not benefit from the instant reload function of the Ammo Pack.
Increased the muzzle flash of the 25mm and 40mm launchers to make their threat position more visible.
Fixed an issue where the knife stab didn't align with the kill event.
The revive time has been increased from 7s to 10s.
Vehicle Changes

Fixed some descriptions of weapons for vehicles that incorrectly described the function of the weapon.
Increased the damage of the Stinger and IGLA to 3 hits to kill attack choppers (was 25%, now 35%).
Increased the speed of all TOW guided missiles to 75m/s from 50m/s so they can catch-up to fast vehicles like the Quad bike.
Increased the sustained fire accuracy of the Coaxial LMG on armored vehicles because it was underpowered.
Reduced the damage the 40mm and 25mm infantry weapons do to armored vehicles to highlight their anti-infantry role.
Reduced the damage main gun on the IFVs against other armor to highlight their primarily anti-infantry role.
Fixed an issue where the tank main gun did not correctly hit the center of the crosshair at all times.
Multiple options are now available for controlling how your vehicles steer with a joystick on all platforms, as well as improved the responsiveness of steering while accelerating.
Locking Weapon Changes

RPG7 and SMAW can no longer lock on to Laser Designated Targets. It was inauthentic and not balanced.
Fixed some projectiles not warning vehicles when they were fired on a Laser Designated target. Reduced the lock on distance for MBT LAW missiles to 350m from 500m. This gives the IGLA the clear long range AA role for soldiers, and keeps the team play element of Laser Designation.
All Laser Designated missiles now do a maximum of 90% damage to Attack and Scout helicopters (down from 100%). This was done to give helicopters a chance to use their Fire Extinguisher countermeasure even against Laser Designated weapons.
General Changes

The kill string in the score log now appears sooner, making the UI more responsive to a kill event.
The aim assist on X360/PS3 has been tweaked to be more consistent at all ranges. The assist was over powerful at close range, and not powerful enough at medium range. Players should now find that close combat requires much more player input and the snap to a target is far less forgiving. At medium range the player should experience a bit more assistance tracking targets, but generally still reduced aim assist effectiveness.
PC Specific Changes

Fixed a string in On Foot PC key bindings that should have read "CROUCH (TOGGLE) / PRONE (HOLD)".
Removed an unused "Underslung" key binding on PC, the "Select Gadget 1? key binding now controls both of these actions as expected.
 
Guys, i know its not the desired thread to put this in. But i want your input on my new build with the unique In win D-Frame.

Here it is! Only 500 of this case exist, and i got Nr. 303.
N1JjTUZ0.jpeg

Very proud of it, as it is my second water cooled build!
 
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