Battlefield V
Posted: Thu May 24, 2018 8:37 am
Coming on November 20.
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the title takes place during WWII and features the return of War Stories, which are a set of loosely connected, anthology missions about different characters during the war.
the game will also include a brand new mode called Combined Arms, which is Battlefield V’s new co-op mode.
One of the most significant announcements of the day, however, was the reveal that all of the game’s post-launch content will be available to all players completely free of additional charge, which EA says is an attempt to keep all players unified throughout the game’s lifecycle. This new DLC will come in the form of brand new, in-game events.
Gustavvson also promised that the adoption of a Battle Royale mode won’t influence the traditional experience:“That it can be unique is probably what triggered our interest to start with. We were kind of inspired by what we played and lots of talks in the corridors about “we really should… We really should. We have so much in our Battlefield sandbox that would be such a good fit for this.†That’s where the conversations started, and it led up to the announcementâ€
We also hear that the team is “Super-happy†about the lack of paid DLC, which will keep the community together“It is super-exciting and for us, Battlefield can do so much. Of course, doing Royale doesn’t mean that the traditional experience or where we constantly push forward disappears. Grand Operations will be there. The whole post-launch experience where players can play together and not divided by the pass. We want to take players on that journey through the war.â€
“We have so many talented people who have built some of our best maps ever post-launch. Usually, we build a game with a mindset and everything, and then when we do post-launch we learn from that, and allow ourselves to “go deep†on this or that. It’s been kind of sad to see that we’ve splintered our community through the years and some times those experiences haven’t gotten all the love they deserve. So that’s why the team is super-happy to do this.â€
SOURCE: https://www.dsogaming.com/news/nvidia-g ... y-tracing/The embargo for Battlefield 5’s Gamescom 2018 coverage has been lifted and a lot of media has shared videos showing the game with real-time ray tracing, running on an NVIDIA GeForce GTX2080Ti. Digital Foundry was one of them and shared some additional tech information about the game’s current state.
According to Digital Foundry’s Alex Battaglia, Battlefield 5 ran with 60fps at 1080p on an NVIDIA GeForce RTX2080Ti with real-time ray tracing. When he tried to run the game at 1440p, he noticed sub-60fps framerates that were around 40-50fps and when he tried a 4K resolution, he experienced sub-30fps framerates.
However, it appears that DICE can still further optimize the game when using RTX. Some of these optimizations can lead to a 30% performance boost so it will be interesting to see how the final game will run. Furthermore, it appears that the resolution from which the rays per pixel is derived is exactly the same with the internal resolution. This basically means that real-time ray tracing is being done in 4K when you are running the game in 4K. Perhaps a locked 1080p resolution for this particular setting could do wonders to performance when using higher resolutions.
Not only that, but DICE is also using its very own de-noise techniques in order to smooth the real-time ray tracing reflections. As such, the team is currently not using NVIDIA’s Tensor Cores, something that would obviously offer a performance boost (we don’t know whether the team will figure out a way to use them in the final version).
Last but not least, real-time ray tracing in Battlefield 5 will also affect the game’s CPU requirements. According to DICE, those wishing to use RTX will need a better CPU with more threads than those playing the game without it. As DICE told PCGamesN.
“What we have done with our DXR implementation is we go very wide on a lot of cores to offload that work so we’re likely going to require a higher minimum or recommended spec for producing RT. And very wide is the best way for the consumer in that regard, with a four-core or six-core machine.
We haven’t communicated any of the specs yet so they might change, but I think that a six-core machine – it doesn’t have to be aggressively clocked – but 12 hardware threads is what we kind of designed it for. But it might also work well on a higher clocked eight thread machine.â€