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"Battlefield 4 Review (graphics)"

17 Comments -

1 – 17 of 17
Anonymous Not a robot said...

Really an interesting read, very informative. I like this kind of thing, please do it more often :)

November 2, 2013 at 6:50 AM

Anonymous Anonymous said...

You said you are a rendering engineer and you stated many of the Frostbite engine cons.

So what engines have you worked on and since you already know these flaws are bad, show me your wonderful engine without those rendering artifacts?

Sorry, I hate people who state the obvious limitation of an engine but don't even have a better engine to back on.

November 5, 2013 at 1:41 AM

Anonymous Anonymous said...

What I mean is, your articles sound like "See all these silly flaws? I could easily create 100x better game engine than Frostbite, but I have not created one yet, maybe later..maybe."

November 5, 2013 at 1:47 AM

Blogger PoR3 said...

You sound like a mad 12 year old Dice fanboy. You can criticize their tech the way you want, you just need eyes and a brain. This guy obviously knows his stuff, it was a great read to me. I'm glad to have his insight, even though I don't know who he is.

November 5, 2013 at 3:08 AM

Blogger Unknown said...

Agreed that we could use that kind of posts more often.

Shame to see so much retarded hate :<

November 5, 2013 at 4:52 AM

Anonymous Anonymous said...

There's no hate, just observation; nothing is perfect and complaining about imperfection as this piece does in part, warrants examination of the author's credentials.

Some of the observations are down simply to taste and there is no authority when it comes to preference.

I would like to know what engine and effects implemented in what game are superior and better done and how the author's credentials give his opinion any more gravitas than anyone else.

After all, half of his observations are based on guess work, an other half on his opinion of what is worthy graphics of a best in class developer - its seems basic to enquire of his abilities and output without being accused of hate.

That accusation is frankly infantile.

November 5, 2013 at 7:37 AM

Anonymous Anonymous said...

For a post with no hate, it came off as extremely knee-jerk accusatory. It's possible to criticize without condemning and his article hardly read of condemnation.

Whether or not a better engine exists is largely irrelevant. Noting imperfections in an existing engine is far from an attack.

Further, from what I gathered, he seldom stated limitations of the engine. It often ran more along the lines of pointing out questionable decisions regarding implementations of the engine's capabilities.

You'd do better to argue his points than to call into question his credentials.

November 5, 2013 at 9:11 AM

Anonymous Anonymous said...

Its quite clear that you would rather value a random person's opinions without a care as to their credentials... I mean, what relevance is that?

Anyone can come up with a theory, an opinion. A professional opinion however is obviously worth more. It moves it from the realm of opinion, to assessment and critical evaluation which this piece aspires to be. Credentials asserting ability and profession are standard criteria if you want observations to be taken seriously. Any professional in any field would understand this.

But its clear you don't understand this basic point, its worthless arguing with you. You probably value evolution and creationism equally - after all, its all opinions to you isn't it?

Move along, nothing to see here.

November 5, 2013 at 9:23 AM

Blogger DEADC0DE said...

Ok, fair enough, I don't mind the comments (and I'm not one to mind the tone) so allow me to explain.

"your article sound like..." - Maybe, I honestly dedicate only a bit to the blog and I don't re-read my articles (often) so they come out the way the come out. Here I was a bit upset by the first levels by some of the artifacts. There are also some levels that are quite perfect, it's mostly in the artist's hands, there are some things that are technically improvable but the main thing is that if an effect is not perfect artists should just avoid it.

"show me your wonderful..." - The guys at DICE are amazing, I know many of them personally and I'm not in any way trying to prove that "my stuff" is better than theirs (and by the way, these days engines are made by many people so unless you're Carmack, even if your game looks better than another, hardly you can brag as a personal victory). On the other hand, this logic is flawed and please don't ever perpetuate it. I bet that if I don't know, a plumber in your house leaves all the walls leaking you are entitled to criticize him and if he says "ok, so show me a better plumbing job you've done" you would hit him with a baseball bat. So...

Last, but most important. I try to see things with a critical eye (well when I'm not just playing games) in order to see anything I can "steal" but also all lessons I can learn in terms of avoiding certain stuff that some people did already and I found problematic. In fact I was planning a follow up article focusing specifically on "lessons learned".

"Reversing" a game is fun, I remember the thrill when some artists started to peek in the first Crysis and found the AO stuff, which then we (engineered) correctly "solved" as a screenspace method and tried to replicate before Crytek published their stuff. Fun times, good learnings, I did a much more in-depth job for example when Crysis 3 came out and so on...
I do this for all major titles (an excuse to buy and play more games "for work") and sometimes (rarely, don't have time and there are no big secrets anyways) even more in-depth, but I never have published these results (well, externally at least) exactly because I don't really want people to think I'm going against this or that, which is quite stupid. This time I changed my mind because I thought it was just interesting enough to do so, as everybody will undoubtedly look at BF4 as a quality target.

I knew that I was at risk of getting some shit because of this decision but I also knew that most people in the industry, even DICE guys wouldn't mind. The truth is that if I really wanted to "damage" them it would have been better not to write anything. If I see things that in my mind are improvable, well, this gets people to think and maybe improve them, that's why I personally always love critiques (different from insults). If I operated as a true competitor, I would get from this what I needed in terms of learning and not show anybody...

Hope it's clear. DICE rocks. BF4 is fun and is my fav. multiplayer FPS game. I love EA (and worked for them for years). Peace out and maybe if I don't get too much hate (not that I did so far) I'll publish more :)

November 5, 2013 at 9:53 AM

Blogger DEADC0DE said...

Oh for my "credentials", I don't like to talk about the games I made and the companies I've worked with on my blog exactly because I don't want people to think not of what I say but of who I am and think I'm motivated by this or that hate or so. Truth is we're all friends, at least, renderers love to chat about rendering :)

On the other hand, google is powerful and you can find out ;)

November 5, 2013 at 9:55 AM

Anonymous Anonymous said...

Ad-hominem

Subtextual ad-hominem, though this paragraph warrants discussion

Ad-hominem, red herring, false analogy

And grammatical failings galore, all while neglecting to address the greater body of the reply. Am I to take you for a professional? Fine.

To the point: We've both read a Blogger article by a person claiming to be a rendering engineer. Were this something more than a relatively light read addressing the technical aspects of some known issues with Battlefield's artistic direction and the Frostbite engine, I'd perhaps be more inclined to request some proof of authority on the matter. It is not. It's an opinion piece on subjective analysis that you are welcome disagree with. You can, as I have, read the rest of his articles if you hope to glean some idea of his level of familiarity with the subject. I suspect, however, that you don't actually care about his credentials.

Additionally, this

"So what engines have you worked on and since you already know these flaws are bad, show me your wonderful engine without those rendering artifacts?"

is a childish argument and another informal fallacy. There were ways of politely expressing that you had concerns about the author's authority to critique Dice's game, but instead you chose to discredit, not his article, but his authority to write it. There's nothing wrong with that, per se, but it does make you look like a butthurt asshole.

Furthermore, this

"Sorry, I hate people who state the obvious limitation of an engine but don't even have a better engine to back on."

is so far from a valid argument that I don't even know where to begin. If I were to point out some inherent problems with combustion engines, would it be reasonable to demand I show you a type of engine without those flaws? No, that's ridiculous. You could demand proof of my authority to speak on the matter, but I think everyone would be happier if you simply addressed my statements and, if applicable, refuted them. The way you carried yourself in your initial post, however, seemed less like a scholarly disagreement on fundamentals and more a personal offense taken. We know there are shortcomings and identifying them is a service to the community as a whole, whether or not we can actually remedy them right now.

Finally, this

"What I mean is, your articles sound like "See all these silly flaws? I could easily create 100x better game engine than Frostbite, but I have not created one yet, maybe later..maybe."

is drawing a conclusion that is completely unstated and unimplied in the article. Another goddamn informal fallacy. Did you actually read the piece?

Please, stop talking about professionalism.

November 5, 2013 at 10:27 AM

Blogger MikeR said...

Great analysis, thanks for posting this article.

November 5, 2013 at 2:41 PM

Blogger Steve said...

"Specular occlusion is fundamental. At least around silhouette edges, just "cast a ray"."

Could you expand a bit on that? Are you talking about marching a ray, a la screen space reflections, to occlude cubemap reflections, or something else?

"surprising that the artists chose a "catadioptric lens" kind-of bokeh shape, which would be nice in "sampling" kind of DOFs (as you sample around a circle, not inside a disc) but seems unnecessary here. I guess it's there to make a "statement", kind of like the lens flares..."

I'm not sure. The bokeh is not quite as sharp as a catadioptric lens. On the other hand, that is the kind of bokeh my eye creates looking through the LED on my monitor to infinity (not sure if I'm a freak), so maybe they were going for a physiological effect, rather than cinematic. Or you might be right, and the artist was just lost, which happens all the time.

November 5, 2013 at 11:57 PM

Blogger DEADC0DE said...

Occlusion: Yes, you can do it in SS, just walk along the ray and step down mipmaps to approx a "cone sampling". Or in other ways i.e. if you have an occlusion SVO...

Catadioptric: I think the shape is that one, anyone it's unpleasant no matter what. I think it's not supersharp just because probably they use subsampled buffers for large sprites (it's a common technique) to reduce fillrate

November 6, 2013 at 7:32 PM

Anonymous Brooke Hodgman said...

The Anonymous comments on here deserve to just be deleted.
As a fellow gfx programmer, reading each others insights/guesses into how new techniques work, and also critiquing how the state-of-the-art can still be improved, is extremely important and makes for very interesting reading.

On the other hand, fanboi BS comments, that completely miss the point and the definition of the word "critique" are in absolutely no way interesting.

-----

On topic -- I'm doing SS ray-marching along several jittered reflection rays (based on roughness) and storing distance and distance^2 to a buffer, which is then blurred. When calculating specular for lights without shadow-maps, I use this data to perform a kind of SS-VSM (and yep, to mask out cube-maps).

November 28, 2013 at 3:06 AM

Anonymous saad hasmi said...

Really an interesting read, very informative thanks a lot

December 11, 2013 at 2:26 AM

Anonymous Battlefield 4 said...

Great analysis, thanks for posting this article.

February 13, 2014 at 3:54 AM

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