

- #Desired fov for 1920x1080 bad company 2 Patch
- #Desired fov for 1920x1080 bad company 2 full
- #Desired fov for 1920x1080 bad company 2 software
- #Desired fov for 1920x1080 bad company 2 Pc
> The weapons feel good (as expected from a id software game) I believe the game will be much better when its finished. Im well aware that this is only the beta. Then again, it's still "only" beta, but I guess what we see now is very close to the final product. Guess my hopes for idTech6 beeing licensed in a broader range (similar to idTech 3 and 4) are nothing more than wishthinking. Is there still texture pop-in? I love Carmack and iD, but I can't wrap my head around the fact that one of the pioneers of 3D engines and a company with excellent software engineers (who can fill in for the missing Carmack) is not able to fix this problem. I planned to put an oc'd 980 TI in there from my driving simulator rig, and maybe add a second one for SLI to get Doom to 4K, but this sounds very disheartening :( I currently have problems starting the beta (alpha worked without problems), and in this rig I only have a single Titan (non-X). I could move the game over to my solid state drive and maybe improve that, or edit the cache preload file like you had to do for RAGE and Wolf:NO to reduce or eliminate the popin, but eh, too lazy to mess with it, and shouldn't have to. not as bad as rage, but still very much there. Even at that, the game runs at complete ass on my 4k monitor, as it seemingly only using one gpu (though it does run insanely fast at 1080p, lol). I run a 5960x oc'd to 4.5ghz, and twin Titan X 12GB gpu's in sli, 64GB of DDR4 on Win 10.
#Desired fov for 1920x1080 bad company 2 Pc
Looks like the PC performance crowd wanting to murder this game on SLI rigs or at resolutions at 4k and beyond are going to be out of luck again, like we were with other idtech5 games (RAGE and Wolf:NO/OB) It's obvious the engine is still idtech5 under the hood, and anything that makes it idtech6 is purely cosmetic. In certain areas they've actually taken a step back (no prone stance in BC2?).The lack of SLI and extreme amounts of texture pop-in gives me the sad feeling that those are permanent and will never be rectified, as they were in idtech5 games (it was a engine limitation alongside gpu transcoding woes). BF2 was pretty fun and introduced some cool ideas but none of the subsequent games have seemed to really go much beyond that.

Vietnam was essentially not much more than a mod. I'm with all the people who say that BF 1942 was still the most fun and least problematic of all the Battlefield games.
#Desired fov for 1920x1080 bad company 2 Patch
It wasn't nearly as bad as the nightmare of BF2 where one patch would fix something and introduce a whole new problem which then had to be patched.and would cause the old issue to come up again and create a brand new problem at the same time.Īhhh, I love me some Battlefield patching madness. They fixed most of these problems within the first few patches. Keep in mind, these were all issues that were present upon release. There was probably more but that's what I can think of off the top of my head.
#Desired fov for 1920x1080 bad company 2 full
The game menus had response issues, the server system was sluggish & problematic (have they EVER fixed this with any of their games?), a lot of the weapons were not properly balanced (M60 was a better sniping weapon than a sniper rifle at first.and it doubled as a full auto death machine.and the kit came with a grenade launcher with HUGE splash damage), plus there were sound propagation issues, problems with the mp3 import system and menu, some wonky physics (although grenade-jumping was and still is the most fun I have EVER had with a battlefield game), and the game had it's fair share of crashing to the desktop and random disconnects from servers. What's wrong with BF: Vietnam, exactly? (Other than radio calls, ambient propaganda, and the soundtrack being completely unaudible under Vista/Win7 for some reason which even ALchemy won't fix.)It was pretty buggy on release.
