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***THE BF4 BENCHMARKS THREAD***

Nice one, I already had deluxe and upgraded to premium for £17 notes on CD keys... think it's gone back up in price now though.

EDIT: blimey, I altered the percentage to 130% and my memory usage went through the roof to 3.6gb rofl... back to 100%!!!
 
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Heres a visual benchmark for yer.. I posted this in the Mantle Feedback thread but thought i'd post it here too so u can see a smooth solid 60fps on my setup :D

BF4 Metro 2014 (Mantle - All High Settings & 2xMSAA @ 1080p on 64 player Server)

Intel 2700K @ 4.5GHz & Sapphire 7950 @ 1100/1600.

Game played @ 1080p with OBS recording & downscaling to 720p with Intel Quick Sync enabled in OBS. Looks like they fixed Integrated graphics being enabled with Mantle running.

I know.. i grenaded myself at some point in the vid.. **** happens lol

 
I thought this was a GFX glitch :eek:




Heres a visual benchmark for yer.. I posted this in the Mantle Feedback thread but thought i'd post it here too so u can see a smooth solid 60fps on my setup :D

BF4 Metro 2014 (Mantle - All High Settings & 2xMSAA @ 1080p on 64 player Server)

Intel 2700K @ 4.5GHz & Sapphire 7950 @ 1100/1600.

Game played @ 1080p with OBS recording & downscaling to 720p with Intel Quick Sync enabled in OBS. Looks like they fixed Integrated graphics being enabled with Mantle running.

I know.. i grenaded myself at some point in the vid.. **** happens lol


nice :)
 
^I usually see that white box thing straight after rubberbanding.

Mantle still causing some problems on full ultra then? As I'd have thought 7950 @ high 2xaa 1080 Mantle was a little tame...
 
Had a quick mess around with new 780Ti SLI/4770K setup.

64 player Golmud railway.

1080p (with 140% Resolution Scaling)
Ultra everything
4x MSAA
HBAO

4770k holding at 4.4Ghz at the moment
780Tis clocked at 1228/3726

LOWEST FPS recorded was 67FPS and was very brief. Averaing about 100-120FPS and spent most of my time in the 130-160FPS bracket. Absolutely bonkers performance and very very happy with it. Looks absolutely stunning with the 140% res scale also. For lols I set 200% scaling. Looked awesome and was entirely playable at around 86FPS. Hit the VRAM cap though and got some stutters here and there, not surprised though at 200% max everything.
Sets me up nicely for a potential 1440p monitor upgrade when G-SYNC stuff starts flowing into the market.
 
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Eyes and ears people, eyes and ears.

New BF4 update today. A lot of changes. Patch has been live on the consoles for a couple of days now. No pc specific change list yet, but expect similar changes to the consoles. Patch size 840MB. New server build (R28?) as well i think.
 
Eyes and ears people, eyes and ears.

New BF4 update today. A lot of changes. Patch has been live on the consoles for a couple of days now. No pc specific change list yet, but expect similar changes to the consoles. Patch size 840MB. New server build (R28?) as well i think.

The new BF4 patch has fixed the last Mantle bug!! No more big cpu spikes every 5-10 minutes, now it really is perfect. :cool:
 
Eyes and ears people, eyes and ears.

New BF4 update today. A lot of changes. Patch has been live on the consoles for a couple of days now. No pc specific change list yet, but expect similar changes to the consoles. Patch size 840MB. New server build (R28?) as well i think.

The new BF4 patch has fixed the last Mantle bug!! No more big cpu spikes every 5-10 minutes, now it really is perfect. :cool:

Changelist

March 4 PC Game Update Notes
-Several crash fixes and stability improvements
-Fixed an issue with data re-sending that was causing rubber banding on some servers
-Increased the maximum rank to 120
-Fixed an issue with the kill camera triggering before game client would display the last portion of damage being dealt, giving players the impression that they died too early
-Fixed issue with blood effects, damage indicators, and health bar updates in the HUD being out of sync. This issue meant that players would sometimes miss information about being shot at, or get the impression of too few hits occurring for the amount of bullets that hit.
-Tweaked the speed, dispersion, and re-arm duration of the IFV and MBT projectiles
-Tweaked timing for how long the kill feed stays on screen
-Fixed an issue where the message "Joining Server" sometimes didn't appear when the user tried to join the server
-Added default player slots to server browser filters
-Fix for an issue on Silk Road where players could deform the terrain to create a big, water-filled hole
-Fix for a bug that occurred with the end-of-round camera if the player was in the bomber in China Rising
-Fix for an issue on Rogue Transmission where it was impossible to capture a flag while riding the quad bike
-Prevented players from interacting with an M-COM on Siege of Shanghai after it had been destroyed
-Fixed an issue where audio for disarming M-COMs could get stuck in an infinite loop
-Added minimap details for missing carriers in Rush on Paracel Storm and Hainan Resort
-Fix for an exploit that would allow players to shoot two tank shells with not enough delay between shots
-Removed a bug where squads would get split up when transitioning between Conquest and Air Superiority
-Fixed an issue where Defuse could get stuck in an unplayable state between rounds
-Removed a bug that would cause players to sometimes get stuck in the killcam after having been killed
-Fixed an issue with revive icon not being grayed out in-game on map and minimap, when the player died after getting revived in Defuse
-General improvements and bug fixes for the Battledash and Mission create screens
-Fixed a bug where red laser dots would get stuck on textures
-Zoom dispersion fix. When zooming in while firing the dispersion did not lower to the new max value
-Fixed a bug where the enemy health always displayed as full in the kill-cam
-Fixed an issue in Defuse so killed bomb carrier can’t plant a bomb in the next round without picking up a new bomb
-The MAV has been updated to prevent players from exploiting it
-Improved repair rates for vehicles with different base healths
-Tweaked volume balance and other ambiance parameters on the majority of base game and China Rising maps
-Improved the track vehicles wheel friction so vehicles don’t get stuck at relatively minor hills
-Fixed an issue with faulty zoom levels that occurred when using click to zoom in. While sprinting and zooming, will mess up the zoom levels, from hip to zoom.
-Improved boat physics and handling, including implementation of a system that lets players push stuck boats back in the water

SPECTATOR MODE
-Fix for the EMP/Proxy Attack effects being visible in Spectator Mode
-Removed the black screen that was visible when switching between cameras and players in Spectator Mode
-Removed squad colors in Spectator Mode, now only the red and blue team colors are visible
-Decreased the user interface clutter in Spectator Mode by removing health pack, ammo pack and revive icons
-Tweaked the 1st person view in Spectator Mode so that spectators now see exactly what players see and nothing else
-Added a functionality in Spectator Mode so that, when going into Freecam from 1st or 3rd person mode, the first static freecam will be moved to behind the previously spectated player
-Added the possibility in Spectator Mode to ‘fire’ at a player from Freecam to go into 1st person view of that player
-Spectators can now see which player on the scoreboard that carries the bomb in the Obliteration and Defuse game modes

NOTE: For in-depth details on all the balancing tweaks below, head to our "Balancing BF4" articles [blogs.battlefield.com].

GRENADE TWEAKS
-Increased the number of M84 FLASHBANG and HAND FLARES the player can carry from 2 to 3.
-Increased the effect of M84 FLASHBANG grenades on friendly and enemy players.
-Increased the maximum damage for the RGO from 67 to 80, however reduced the range of explosion.
-Reduced the visual and audio effect for the detonation of the V40 Mini to highlight its smaller blast when compared to other grenades. Decreased the maximum damage from 80 to 60, and decreased the range at which maximum damage is applied.

PISTOL TWEAKS
-Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked.
-Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45.
-Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM.
-Increased the magazine capacity of the QSZ-92 to 20 rounds. Additionally reduced the recoil of the QSZ-92 to give it a clear difference from the FN57.
-Corrected a small error with the COMPACT 45 accuracy when crouched or prone.

WEAPON TWEAKS
-Increased the damage of all DMRs across all ranges. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. We will continue to monitor the effectiveness of DMRs in combat, and determine if additional action is needed to make DMRs a viable mid to long range weapon.
-Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming.
-Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.
-Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire.
-The Heavy Barrel’s Accuracy bonus now also applies on the move, at a reduced bonus. This should give the Heavy Barrel a wider role for players who desire accuracy while aimed in all situations.
-Synchronized the timing of the aim down the sights animation of sniper rifles with their ability to fire with full accuracy. Players no longer need to wait for additional time after the aiming animation plays to get accurate shots. There is still a delay to achieve full accuracy, so Quick Scoping is still not possible.
-The SRS bolt action time has been tweaked and the rate of fire has been lowered
-The GOL bolt action time has been tweaked
-The muzzle velocity for the MP7 has been reduced
-The MTAR21 muzzle velocity has been reduced
-Updated the handling of the 1x scopes for Type95B1, A91, SteyrAug, SAR21, QBZ951, FAMAS, UTAS, MTAR, L85A2, and F2000
-Updated rate of fire for the RGP7 and NLAW

VEHICLE TWEAKS
-Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4.
-Reduced the velocity of the MAA’s default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON.
-Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.
-Reduced the cone in which ACTIVE RADAR missiles search for targets, making them require a higher level of skill in predicting where a target will be when the missile is fired.
-Increased the direct damage done by the Attack Helicopter’s gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.
-Increased the direct hit damage of the Zuni Rockets for Attack Helicopters. The rate of fire of these rockets combined with their smaller magazine pool made them a poor choice over the other two rocket types.
-Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS.
-Reduced the “intelligence” of the MBT LAW missiles, requiring the player to aim the missile closer to their target before the smart projectile will activate. Additionally, the MBT LAW now reloads slightly slower. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.
-Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.
-Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.
-Reduced the damage the STAFF shell does to all targets by 25%. This should balance the ease of use of the STAFF shell with its damage potential.
 
VEHICLE TWEAKS
-Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4.
-Reduced the velocity of the MAA’s default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON.
-Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.
-Reduced the cone in which ACTIVE RADAR missiles search for targets, making them require a higher level of skill in predicting where a target will be when the missile is fired.
-Increased the direct damage done by the Attack Helicopter’s gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.
-Increased the direct hit damage of the Zuni Rockets for Attack Helicopters. The rate of fire of these rockets combined with their smaller magazine pool made them a poor choice over the other two rocket types.
-Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS.
-Reduced the “intelligence” of the MBT LAW missiles, requiring the player to aim the missile closer to their target before the smart projectile will activate. Additionally, the MBT LAW now reloads slightly slower. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.
-Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.
-Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.
-Reduced the damage the STAFF shell does to all targets by 25%. This should balance the ease of use of the STAFF shell with its damage potential.
Now the fourth time Air has been buffed while ground defence against air has been nerfed.

How predictable, no wonder no one hosts maps with Choppers on their servers anymore. who wants to play cannon fodder for chopper kids?

Just like BF3 Metro becomes the only map hosted and played.

And DICE keep scratching there head. "oh but why is that? i don't get it, do we need to buff air more to get more playing air maps?"
 
Now the fourth time Air has been buffed while ground defence against air has been nerfed.

How predictable, no wonder no one hosts maps with Choppers on their servers anymore. who wants to play cannon fodder for chopper kids?

Just like BF3 Metro becomes the only map hosted and played.

And DICE keep scratching there head. "oh but why is that? i don't get it, do we need to buff air more to get more playing air maps?"

Scout helos got nerfed
Attack helos are slow, lumbering huge targets in the sky.

The BF3 attack helos were FAR superior and never presented a problem. In BF4 they are mediocre prospects. I whored them in BF3 non stop, I LOATHE getting into one in BF4 because I know it will be a short lived frustrating experience.

The likes of tank sabot rounds, copious amounts of ground based AA as well as very strong Mobile AA diminish the potential power of the helos in BF4. You don't even need AA, just rock an SRAW - wait for attack helo to make a turn, gives you a huge broadside top aim at for the absolute age it takes to maneuver.
 
Now the fourth time Air has been buffed while ground defence against air has been nerfed.

How predictable, no wonder no one hosts maps with Choppers on their servers anymore. who wants to play cannon fodder for chopper kids?

Just like BF3 Metro becomes the only map hosted and played.

And DICE keep scratching there head. "oh but why is that? i don't get it, do we need to buff air more to get more playing air maps?"

I loved the heli's and wasn't bad in them but now, as soon as you are airborne, you have missiles coming at you. No locking on sound half the time and very very underpowered. It is the whiney kids who keep whining that spoil this game.
 
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