neither console is running bf4 at full capacityThe "other" console is not powerful enough to run this game at full capacity.

Yeah, we already been thru the stanning today dumbass. You quoting a nikka named "spookie" as your source for how good or bad it really was.BF4 LOOKS LIKE TRASH ON XBOX ONE
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So when they do get around to finally optimizing both the xb1 and ps4 versions, the xb1 versions superior visual gap will only increase even more soNow this is the interesting bit, DICE confirms that the Frostbite 3 engine supports DirectX 11.1 API as revealed by DSOGaming.
“We use DX11.1, there are some optimizations in it (constant buffer offsets, dynamic buffers as SRVs) that we got in to the the API that improves CPU performance in our rendering when one runs with DX11.1. This will be in BF4.”
This means that PC and Xbox One versions of Battlefield 4 would be more optimized than PlayStation 4.

If you read the post above yours, its DICE saying how its optimized for DX.11 which is something PS4 doesn't haveoh did they?
caught courtdog in yet another lie... i thought ps4 is where lying is mandatory?![]()
Did they directly say "Yo, Xbox >>> PS4 version yo" of course notNow this is the interesting bit, DICE confirms that the Frostbite 3 engine supports DirectX 11.1 API as revealed by DSOGaming.
“We use DX11.1, there are some optimizations in it (constant buffer offsets, dynamic buffers as SRVs) that we got in to the the API that improves CPU performance in our rendering when one runs with DX11.1. This will be in BF4.”
This means that PC and Xbox One versions of Battlefield 4 would be more optimized than PlayStation 4.

it wasn't connected to the cloud so it doesn't countoh did they?
caught courtdog in yet another lie... i thought ps4 is where lying is mandatory?![]()

If you read the post above yours, its DICE saying how its optimized for DX.11 which is something PS4 doesn't have
Here, let me post it again for you...
Did they directly say "Yo, Xbox >>> PS4 version yo" of course not
Did they indirectly say exactly that? Yes they did. This was international news, wtf, maybe if you was not a moron I'd be like "ok, tell me how its not that" but you don't know what you talking about anymore. Its can't be any clearer bruh, just like Forza 5 looking better than Driveclub. I understand you gonna just say the opposite.![]()





Act condescending when you don't understand hardware breh

You may have thought, but you don't comprehend well enough for your thoughts to matterThat's what I thought..![]()

Act condescending when you don't understand hardware breh
You may have thought, but you don't comprehend well enough for your thoughts to matter![]()
. You always unintentionally expose yourselfBruh, of course I meant software. Your exposing yourself for being a dimwitted fakkit if you couldn't see thatI thought we were talking about software drivers and tools. You always unintentionally expose yourself


An opinionAnd you shouldnt state opinions as facts cause they clearly didnt say anything remotely close to what you posted.![]()



Tiled Resources in 2014DirectX 11.2 introduces a few new Direct3D features that could matter to games. The "D3D tiled resources" feature is analogous to OpenGL MegaTexture, implemented on id Software's "Rage." The feature offers a better alternative to the current model of streaming textures as a 3D scene is being rendered; by letting developers use larger textures that are fewer in number. Portions of these giant monolithic textures would be accessed by an application, as they become relevant to the scene being rendered. The complete texture needn't be loaded to the memory. In essence, mega-textures heralds a sort of virtual memory system to GPUs, and shifts the focus from increasingly larger video memory to faster memory.
(you have no idea how big the graphical leap will be next year on XB1)