Battlefield3 vs ModernWarfare3 guns
- Rucklo
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Being biased, I won't kickstart this thread with my opionion... what do you audio-peeps think?
Also, failed first attempt of this thread and it's replies can be seen in General-forum (mistakenly posting in there). The comments can be seen there if somone want to quote them, but the thread is locked: http://www.newgrounds.com/bbs/topic/1280 933
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- SineRider
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I'll relay my comment that I think BF3's audio is better.
- jarrydn
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jarrydn
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It is difficult to compare because the guns were being fired in different environments, and I am not familiar with the sound of any of them anyway, but the sounds in BF3 sounded much better to my ears. In MW3 they sounded much more muffled.
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At 11/14/11 08:18 AM, SineRider wrote: I'll relay my comment that I think BF3's audio is better.
Like mentioned on the Designing sounds page, it would have been easier if the same type of weapon being tested would have been fired in an at least similar environment, but nevertheless, I think the difference is rather big. I would of course agree with the above quote... but it's an honest sentiment. :3
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- alfraydo
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i will have to go with Battlefield 3's audio, as the guns sound like actual guns and have variation between different guns. just about every gun sound in Modern Warfare was bland and essentially the same muffled sound, although that could be chalked up to location.
nonetheless, Battlefield 3.
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- Usernamemyarse
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From a realism standpoint im gonna go with BF3, but from a gameplay standpoint im gona go with MW3, MW3 had a distinct difference in the gun sound and it could help players identify what gun is being shot.
HOWEVER, we all know that these two games are aiming for two different things, BF3 is aiming for realism and MW3 is going for the more "Game" feel.
- Breed
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I wouldnt say one is better then the other, they are both really intelligibly designed in my opinion.
BF3 is supposed to be a really in-yo-face sound approach, which makes for good realism and really full sounds that accentuate all the harmonics and the environmental extras that can be thrown in, but it can really fatigue the ears to have that type of sound. I did see the interviewwith their sound designer Stefan Strandberg when DS posted it a long time ago, and I realize that BF3 is supposed to be less crazy then their previous games but I still see it as pretty aggressively mixed.
MW3 is really designed to be something more withstand-able for many hours of gameplay. Taking back a bit from the in-yo-face approach while not losing the sonic quality. It's not that it's 'muffled' or anything like that. I'm sure the sounds are just as layered up as in BF3, but the mixing is different, and the harmonics are more focused in a narrow range, giving you a bit more sonic diversity, and letting you concentrate a bit more on just doing what you need to do to have fun and play the game.
- NickPerrin
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DICE always seems to go a step ahead of the competition with audio, and BF3 certainly beats out MW3. There is a much better sense of space in the use of the sound and the engine used to process it in different environments, and guns don't just go POW like in MW3, instead they go POW and then the sound bounces off a hundred different surfaces like real life.
Good sound can add so much to the immersive quality of any game, so it always surprises me when very few developers take advantage of it. However, the point that MW3's sound design is good for prolonged play makes sense.
Crysis 2 I also found had very good audio, a Michael Mann sound design feel to it, matched with those JJ Abrams visuals.
- Rucklo
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At 11/14/11 12:21 PM, NickPerrin wrote: Good sound can add so much to the immersive quality of any game, so it always surprises me when very few developers take advantage of it. However, the point that MW3's sound design is good for prolonged play makes sense.
It does indeed, but then again you're supposed to play BF3 for many hours too. If it's an intentional design from the MW3-team to make the players guns sound like they're a little bit away, then so be it, but comparing the two, just like jarrydn also mentioned, they don't quite sound like you're holding the guns. More like a 3p player - distance to camera...
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- Decibel
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Basically the Battlefield guns sound like they have more depth and 'impact', so to speak, putting aside the fact that I never played any of these games - I prefer the battlefield guns.
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How is it possible to compare the same game with itself???
- Back-From-Purgatory
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I've always preferred BF3 over the CoD franchise, sound, visuals, whatever. Everything just seems to have more impact and oomph in BF3... I haven't played BF3 yet, but I loved the sound when you could hear a sniper shot go off in the distance.
But then I'm also biased because I think Activision is the devil and everything that comes out with their name on it should burn.
That and a NG local helped make BF3 happen (<3 Ruckies), and there is a sense of pride in that. Either way though, regardless of devils or NG involvement, I still always preferred the sound design in the Battlefield games.
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- Rig
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BF's guns sound more compressed than CoD's. The compression works in its favour, though, as the guns sound nice and big.
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- Rucklo
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At 11/14/11 03:10 PM, Rig wrote: BF's guns sound more compressed than CoD's. The compression works in its favour, though, as the guns sound nice and big.
it's not actually compression that does that, it's the specific sound-setting that was being used by the person capturing the video-clips. most than likely he was using the "wartapes"-setting, which isn't compression. here are some of the offical dice publications, HDR, High Dynamic Range is something vital to the sound-image dice creates: http://publications.dice.se/publications .asp?show_category=yes&which_category=Au dio
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- Kirbyfemur
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Also apperently MW3 is just MW2 with more maps lol
I wish i had moneys so i could by BF3 and skyrim, cause i aint got shit. But from what i've heard the sound on BF3 is much better :3
- Mrmilkcarton
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Honestly I think the comparison should be on how the bullets fall. Does the game detect if the bullets fall on a hard surface or a soft surface? Is this affecting the sound being used. I'm not sure if I heard right but BF3 may or may not have been concerned with the sound of where the bullet shells fall.
On another note I find the CoD sounds to be more pleasing. The BF3 sounds are very loud and reflective but in a sense a little more realistic possibly. I would like to see a video on the gun fire at a distance. Does the loud boom of the gun still have that strong tail when you are 100 feet away? Does it change when behind or inside a building?
Other then that both games are well produced.
- FaeryTaleAdventurer
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At 11/15/11 11:20 AM, Mrmilkcarton wrote:
:The BF3 sounds are very loud and reflective but in a sense a little more realistic possibly.
Ah, I thought NO ONE would mention that. I wore headphones to while listening to the comparison and found myself feeling darn near deaf hearing BF3s guns, even at the lowest volume setting. MW3s guns sounded more muted, as if to mask the fact they sound identical or something. It's amazing to see how many guns they have in common. Though, it is disappointing that they both don't have certain guns like Deagles, MPK5s, or shotguns, unless of course only one game has either.
It was a surprise for me to find out what this thread was really about, thinking it was in the wrong forum. Why's the Ruckloid not unlocking the General one?
My mind is also blown how different even some of the guns sounds in either one, compared to how they sound in computer FPS like Counter-Strike: Source or Urban Terror 4.1 (both of which have oft-significantly different sounding guns with the same name; in most cases I'd prefer UrT) .
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I also just spotted a [high rated] comment on a similar YouTube video, stating that DICE recorded the guns from real life, while the gun sounds heard in Modern Warfare 3 were computer generated. CG audio? Wonder how true that holds...
- Rucklo
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i made the general thread in general forum by accident, it was meant to be in here from the start.
also like mentioned, it will sound a little bit different if you're not using "war-tapes" audio setting. i do suggest you try the different settings out though!
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At 11/16/11 08:58 AM, FaeryTaleAdventurer wrote: CG audio? Wonder how true that holds...
What?
So you find it hard to believe that they used a computer to make audio, even though lots of us here use synthesizers to make sound?
Plus have you heard of physical modelling synthesizers?
I'm also working on a fractal audio synth, that generates cool drones/pads/buzzes with relatively few settings, but each with it's own effect.
CG Audio = what everyone does man...
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- Rig
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At 11/14/11 08:05 PM, Rucklo wrote: here are some of the offical dice publications, HDR, High Dynamic Range is something vital to the sound-image dice creates: http://publications.dice.se/publications .asp?show_category=yes&which_category=Au dio
Wow, that's very interesting. And it makes sense. Is HDR Audio proprietary to the Frostbite engine?
- midimachine
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At 11/16/11 08:51 AM, FaeryTaleAdventurer wrote: My mind is also blown how different even some of the guns sounds in either one, compared to how they sound in computer FPS like Counter-Strike: Source or Urban Terror 4.1 (both of which have oft-significantly different sounding guns with the same name; in most cases I'd prefer UrT) .
Hey, cool to see UrT getting a mention! Have you tried using the iKalizer mod for it? I've heard that it alters the gun sounds a lot and it's supposed to improve psycho-acoustics a bit but apparently just causes phasing issues for some people.
A big disadvantage to the sound in older games, Q3 and UT99 based games in particular, is the sample rate - often the maximum is 22500Hz and the default is 11250. The audio in both BF3 and MW3 is, technically, quite high quality!
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- Rucklo
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At 11/16/11 11:25 PM, Rig wrote:At 11/14/11 08:05 PM, Rucklo wrote: here are some of the offical dice publications, HDR, High Dynamic Range is something vital to the sound-image dice creates: http://publications.dice.se/publications .asp?show_category=yes&which_category=Au dioWow, that's very interesting. And it makes sense. Is HDR Audio proprietary to the Frostbite engine?
aeh, i'll reply to your fancy word which i don't understand with a link to Frostbites wiki.
(propri*COUGHCOUGH*= "owning" or similar?)
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At 11/17/11 11:06 AM, Rucklo wrote:At 11/16/11 11:25 PM, Rig wrote: Wow, that's very interesting. And it makes sense. Is HDR Audio proprietary to the Frostbite engine?aeh, i'll reply to your fancy word which i don't understand with a link to Frostbites wiki.
(propri*COUGHCOUGH*= "owning" or similar?)
Proprietary = it's their design and nobody else can use it
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At 11/17/11 12:41 PM, Rig wrote:At 11/17/11 11:06 AM, Rucklo wrote:Proprietary = it's their design and nobody else can use itAt 11/16/11 11:25 PM, Rig wrote: Wow, that's very interesting. And it makes sense. Is HDR Audio proprietary to the Frostbite engine?aeh, i'll reply to your fancy word which i don't understand with a link to Frostbites wiki.
(propri*COUGHCOUGH*= "owning" or similar?)
dont know if they've copyrighted the phrase "HDR" or so... i think i've read about games and engines having their own versions of the HDR, but the original idea and HDR concept is from dice and the frostbite team, afaik
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I fucking love BF3's audio. I keep turning up my monitors and it still sounds realistic.
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