<div class='quotetop'>QUOTE (Giorgio Rdz @ Feb 2 2010, 11:42 AM) <{POST_SNAPBACK}></div> No matter how times is translated this....the important thing is: " the damn donkey and the bull are freezing and shakira is only watching" XD.
I think the sound is the part I'm most impressed with. The chatter from friendlies is perfect. I think they took a lot of tips from Left 4 dead.
agreed... when there is a sniper taking pot shots, your friendly yells out that he is under attack...
<div class='quotetop'>QUOTE (Adogg @ Feb 3 2010, 11:21 PM) <{POST_SNAPBACK}></div> see i would say the opposite. the side cues from teammates are nice, because you cant rely on anyone on your team to spot people. but the directional audio is all kinds of not right. i spent 2 min walking around trying to find an enemy tank that was supposed to be in the vicinity. had it where i could walk around in a circle keeping the audio in only my left ear... to find out the tank was +100ft away behind a building... outside of said circle. not to mention the phantom vehicle sounds that will sometimes linger well after a truck was blown up, or left. so pretty much, sound is the only thing that aggravates me.
I'll listen more closely, Waffles but this might by a specific issue you are having. I have not noticed anything like that so far.
There have been a few issues that people have reported where the sound goes haywire. I'm sure they are working on it...
My only real complaint when it comes to BFBC2 is related to sound as well. The directional sound effects can be too sensitive and not really represent where the object is actually coming from. For example on the beta map I can be at the spawn point for the defensive position and hear when tanks are fired up once they respawn on the attack side. At this point I'm listening for the tank and all of the directional effects are coming from the left side of the map, but...the tank will emerge on the road on the right side of the map. I also find the audio to be too much at times and over produced. I think this is due to Frostbite's lack of support for hardware mixing and relying solely on software mixing (I guess they were catering to onboard audio). Explosions at times can be obnoxious with this long drawn out mid range boom that sounds over synthesized. I have never had to dumb down settings on my sound card/headset for a game. Other than that the game is f****** awesome...
I turned my sound down to like half just so I could hear Muddr in vent. Even then it was still very loud. For me it just really gives me that emersion factor since I would think the battle zone would be crazy loud.
<div class='quotetop'>QUOTE (Shark @ Feb 4 2010, 12:56 PM) <{POST_SNAPBACK}></div> Previous post... "Frostbite's lack of support for hardware mixing and relying solely on software mixing (I guess they were catering to onboard audio)" I definitely get that immersion feel, but overall I feel that the audio is kind of distorted and not very clean...
Here is everything you need to know about audio and why they chose software mixing over hardware. http://blogs.battlefield.ea.com/battlefiel...f-bc2-full.aspx
Nice find Cletus its a decent read. Katamakel's rationale for using their own software based acceleration is bunk though. The developers at DICE simply did not want to pay for propierty solutions from SoundBlaster, Auzentech, ect. Hardware audio acceleration in PC's will never die simple because it sounds much better and enthusiast want to off load as many processes from the CPU as possible. Also Nvidia and ATI are both working on sound processing units to become the new standard in audio acceleration, that would be added to a mobo in conjunction with the chipset (something like the NF200, ect.). Both NV Fermi and ATI 5 series cards already support audio acceleration. Katamakel made they point that consoles were eliminating stand alone audio processing unit. Obviously, why would manufacturers waste money on hardware people don't utilize. Most people that connect their console to an entertainment system are using a optical or HDMI conncetion that leads to a receiver. The games audio is encoded in Dolby, DTS, ect. and all of the audio acceleration is done on the receiver. If your someone who is using the stereo outputs on your console and connecting to stereo speakers within a TV set, you don't need much audio acceleration. I really dont care either way about BFBC2's audio, the game still kicks ass. I'm home audio/video buff (enthusiast/nerd/fag whatever you want to call it) and I just notice that kind of stuff...
I had never played before, but now I think is a good game, comparing it with CoD4 I can say is not easy to move, and to shot also, weapons are used more above the hip and thats make no easy to hit; graphis are nice, my sound works fine; and now my only matter is understand the "gametype". P.D. Cletus, I am sorry dude, but my pc YES runs the game.
The game was frustrating at first. Luckily NVIDIA released a driver update, which was helpful. I forgot to uninstall the Beta, which caused issues. Then I kept getting the "cannot connect to EA servers" error when trying multiplayer (Side note: 18390-18395 TCP/UDP, 13505 TCP, 80 TCP forward corrected this). Takes a while to populate the server list, wah wah. Ect. As far as gameplay: the knifing was annoying me because it's so much slower than COD, but I got used to it. I like the customization and unlock system, the maps seem very well detailed, love destructible environments. I didn't play the other Battlefields (Thank you 5700 Ultra), so I'm at a bit of a disadvantage (read: I suck), but so far I am having fun. Ordering a headset from newegg, you may all have to put up with my annoying presence again soon. Be very afraid