A fan-made remake of one of the community's most beloved maps from #Battlefield2, Strike at Karkand, is available via #Battlefield6 Portal.
Thanks @EIGuimaraes 😎
Experience Code: ZVEE4
@HopeOfTheRealm This experience deserves to be highlighted in-game with full progression 🤗
the funny thing about this mission is how much shit we took about not making it free fly and people look back on it this way now. This is a large part of WHY it looks as good as it does, fwiw.
🔥 O Battlefield Studios finalmente abriu o jogo e revelou um roadmap robusto do Battlefield 6, incluindo várias solicitações da comunidade.
TEMPORADA 3 (MAIO):
🗺️ Mapas:
- Railway to Golmud (nova versão de Golmud Railway)
- Cairo Bazaar (nova versão de Grand Bazaar)
🎮 Conteúdos:
- Battle Royale SOLO
- Novas armas e modos
🏆 RANQUEADO REDSEC BATTLE ROYALE
- Sistema de ranks (chevrons)
- Recompensas exclusivas
- Boost de XP
- Leaderboard global
TEMPORADA 4 (JULHO): GUERRA NAVAL
🗺️ Mapas:
- Wake Island
- Tsuru Reef (MAIOR do BF6)
🔥 Novidades:
- Porta-aviões com pista funcional
- Veículos navais inéditos
- Sistema de ondas dinâmicas 🌊
- Novas armas e modos
- Spectator Mode
- Custom Lobbies
TEMPORADA 5: DETALHES EM BREVE
🗺️ 3 MAPAS inéditos confirmados
⚙️ RECURSOS MUITO PEDIDOS CHEGANDO:
- Leaderboards Multiplayer
- Server Browser
- Chat por proximidade
- Sistema de Clãs (Platoons)
🛠️ MELHORIAS GERAIS EM ANDAMENTO:
- Ajustes no combate
- Melhor visibilidade dos soldados
- Matchmaking aprimorado
- Progressão e desafios evoluindo
🔄 Reworks confirmados:
- New Sobek City
- Blackwell Fields
#battlefield6 #battlefieldbrasil
🚨 Quase tudo é rumor por enquanto, mas existe a chance da Season 3 de Battlefield 6 ser muito focada na nostalgia
🛤️ Além do remake da Ferrovia Golmud (BF4) já confirmado, o dataminer Temporyal encontrou referências a outros conteúdos que podem chegar na Season 3
🏙️ 2 mapas: um ainda sem descrição, e outro chamado Plaza, inspirado no icônico Grand Bazaar do BF3
🔫 4 armas: M16A3 (BF3), RPK-74M (BF3), L115A3 (BF4), PP-19 Vityaz (a PP-19 original esteve no BF2 e BF3)
❗️ Importante deixar claro que o próprio Temporyal disse que apesar das referências nos arquivos, ainda não há nenhuma confirmação que esses conteúdos estarão na Season 3 do BF6
▶️ Postei um vídeo lá no meu canal do YouTube explicando todos esses rumores em detalhes
If you were an artist at a dev studio and your engine team colleagues asked you which screenshot looks better, and you pointed to the left one, you'd be fired on the spot.
People keep sending me Daniel Owen's video which basically states that DLSS5 is an instagram filter because it uses just one frame and a motion vector.
While his questions were valid and he actually got the replies he needed, his lack of basic technical understanding took him to the wrong conclusion.
A lot of you have a very hard time understanding the basics of how a frame is rendered in your game and what kind of information is available before postprocessing and straight up went to the idea is that a rendered frame is like the screenshot you saved on your disk.
@ado_tan and his friends have some amazing breakdowns about how different games render stuff. I suggest you to dive on his blog and check all of them out. This way maybe you will understand a bit more about how games are rendered.
Here you have an article he wrote about how GTA5 renders a frame. I'm sure it will be eye opening for a lot of you.
Till you do your research...I'll just go and play Crimson Desert.
After this whole debate about DLSS 5 I came to the conclusion that most of the people talking about it are completely unaware of what they don't know...they're on the peak of ignorance and don't even grasp how little they understand.
They just heard generative AI and like Pavlov's dog they just start drooling thinking it's the same shit as unethical slop image generators...for the love of Christ...go and educate yourself before raging on the internet for no reason.
DLLS 5 is not a prompt based generator...it's not creating stuff based on someone else's images and hallucinates results. It uses the information from the raster to build up a final render frame with the same information but with better lighting and shading...
I'll even give you an example on how much of an impact better shading and lighting has. This is a character I've worked on not long ago. On the left you have a raster render, with some bad shaders. On the right you have a render with raytrace on, a much better shader for both hair and skin. They don't even look like the same person...do they? This is what DLSS5 is doing....getting a result like the one on the right(tbh a lot better) at a smaller cost than actually rendering it.
Still the same geo, same textures, same light sources.
Some of you will go and say the one on the left is better and it's the artist's vision. It's not...it's just the artist's limitation due to shading and lighting constrains. Every single artist out there would love to get the right result in real time.