Difference between revisions of "Battlefield V"
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Use [https://docs.wholetomato.com/default.asp?W790 this] instruction and choose executable. Don't turn off CFG globally - it's a major security breach. | Use [https://docs.wholetomato.com/default.asp?W790 this] instruction and choose executable. Don't turn off CFG globally - it's a major security breach. | ||
{{ii}} If you use another AV software, then you would naturally assume everything Defender related is disabled, and you would be wrong. If you use Defender, you will be brought to the Windows Defender Security Center straight away, but if you don't, you will end up on a Settings page saying that Windows Defender is not available because it's turned off. Click "Turn on Windows Defender Antivirus" - don't worry, your AV software will disable it again straight away. | {{ii}} If you use another AV software, then you would naturally assume everything Defender related is disabled, and you would be wrong. If you use Defender, you will be brought to the Windows Defender Security Center straight away, but if you don't, you will end up on a Settings page saying that Windows Defender is not available because it's turned off. Click "Turn on Windows Defender Antivirus" - don't worry, your AV software will disable it again straight away. | ||
+ | }} | ||
+ | |||
+ | {{Fixbox|description=Future Frame Rendering Reverting|ref=|fix='''Two Frame Buffer Reverting In Game Workaround (dx12 only)<ref>[https://www.reddit.com/r/BattlefieldV/comments/9wqu5u/fix_for_low_fps/ea2tuns/]</ref>''' | ||
+ | |||
+ | The video setting of Future Frame Rendering can be set to "on" or "off". Depending on hardware configuration one could see an decrease or increase of performance and may notice a corresponding shift of less and more input lag. For a full explanation of what this setting is and how it functions see [https://www.reddit.com/r/BattlefieldV/comments/9vte98/future_frame_rendering_an_explanation/ here.] | ||
+ | |||
+ | When running the game in dx11 and attempting to set the frame buffer to 2 (IE RenderDevice.RenderAheadLimit 2), either via console command or user.cfg file, the game will quickly revert back to a 1 or 3 frame buffer upon death and re-spawn of the player depending on if one has future frame buffering set to off or on correspondingly. | ||
+ | |||
+ | '''To fix this:''' | ||
+ | |||
+ | 1. Turn on Ddx12 | ||
+ | |||
+ | 2. Turn off future frame rendering | ||
+ | |||
+ | 3. Exit the game | ||
+ | |||
+ | 4. Ensure nvidia control panel is set to "use 3d application settings" or "off" under the game profile for the setting "Maximum per-rendered frame" or "low latency mode" (current name for the maximum pre-rendered frame setting as of driver version 436.02) | ||
+ | |||
+ | 5. Create a user.cfg file in the root directory of where the game is installed (should be same location as the games main .exe file) | ||
+ | |||
+ | 6. Enter the following in the user.cfg file "RenderDevice.RenderAheadLimit 2" without the quotation marks | ||
+ | |||
+ | 7. Save and close the file and set it to read only | ||
+ | |||
+ | The game should now consistently use a two frame buffer and not revert to a 1 or 3 frame buffer upon player death or map rotation. To test what the current frame buffer is at any time simply open the console in game and type "RenderDevice.RenderAheadLimit" without the quotation marks and hit enter. A value of 2 should be returned upon following these instructions. This workaround currently only works in dx12. | ||
}} | }} | ||
Revision as of 02:31, 29 August 2019
Developers | |
---|---|
DICE | |
DICE Los Angeles[1] | |
Criterion Games[2] | |
Publishers | |
Electronic Arts | |
Engines | |
Frostbite 3 | |
Release dates | |
Windows | November 20, 2018 |
⤏ Go to series page | |
Battlefield 1942 | 2002 |
Battlefield Vietnam | 2004 |
Battlefield 2 | 2005 |
Battlefield 2142 | 2006 |
Battlefield Heroes | 2009 |
Battlefield: Bad Company 2 | 2010 |
Battlefield Online | 2010 |
Battlefield Play4Free | 2011 |
Battlefield 3 | 2011 |
Battlefield 4 | 2013 |
Battlefield Hardline | 2015 |
Battlefield 1 | 2016 |
Battlefield V | 2018 |
Battlefield 2042 | 2021 |
Key points
- Supports Nvidia's RTX ray tracing technology.
General information
Availability
Source | DRM | Notes | Keys | OS |
---|---|---|---|---|
Amazon.com | ||||
Amazon.co.uk | ||||
Origin | Included with EA Play. |
- All versions require Origin and Denuvo Anti-Tamper DRM.
Game data
Configuration file(s) location
System | Location |
---|---|
Windows | %USERPROFILE%\Documents\Battlefield V\settings\ |
Save game data location
System | Location |
---|---|
Windows | %USERPROFILE%\Documents\Battlefield V\settings\ |
Save game cloud syncing
System | Native | Notes |
---|---|---|
Origin | ||
OneDrive | Requires enabling backup of the Documents folder in OneDrive on all computers. |
Video settings
Input settings
Audio settings
Localizations
Language | UI | Audio | Sub | Notes |
---|---|---|---|---|
English | ||||
Arabic | ||||
Simplified Chinese | ||||
Traditional Chinese | ||||
French | ||||
German | ||||
Italian | ||||
Brazilian Portuguese | Audio located only in multiplayer. | |||
Spanish |
Network
Multiplayer types
Type | Native | Players | Notes | |
---|---|---|---|---|
Local play | ||||
LAN play | ||||
Online play | 64 | Versus |
||
Asynchronous multiplayer |
Connection types
Type | Native | Notes |
---|---|---|
Matchmaking | Server browser also available | |
Peer-to-peer | ||
Dedicated | ||
Self-hosting | ||
Direct IP |
Issues fixed
Stuttering issues
Instruction[3] |
---|
Once the free memory is exhausted, performance takes a big hit - games with heavy caching like BF1 suffer horribly. The only way to fix it previously was restarting the computer (thus clearing the memory), which explains why it was only happening after a while and not on a fresh boot.
|
Use InSpectre |
---|
|
Disable "Control Flow Guard" in Windows Defender[5] |
---|
Use this instruction and choose executable. Don't turn off CFG globally - it's a major security breach.
|
Future Frame Rendering Reverting |
---|
Two Frame Buffer Reverting In Game Workaround (dx12 only)[6] The video setting of Future Frame Rendering can be set to "on" or "off". Depending on hardware configuration one could see an decrease or increase of performance and may notice a corresponding shift of less and more input lag. For a full explanation of what this setting is and how it functions see here. When running the game in dx11 and attempting to set the frame buffer to 2 (IE RenderDevice.RenderAheadLimit 2), either via console command or user.cfg file, the game will quickly revert back to a 1 or 3 frame buffer upon death and re-spawn of the player depending on if one has future frame buffering set to off or on correspondingly. To fix this: 1. Turn on Ddx12 2. Turn off future frame rendering 3. Exit the game 4. Ensure nvidia control panel is set to "use 3d application settings" or "off" under the game profile for the setting "Maximum per-rendered frame" or "low latency mode" (current name for the maximum pre-rendered frame setting as of driver version 436.02) 5. Create a user.cfg file in the root directory of where the game is installed (should be same location as the games main .exe file) 6. Enter the following in the user.cfg file "RenderDevice.RenderAheadLimit 2" without the quotation marks 7. Save and close the file and set it to read only The game should now consistently use a two frame buffer and not revert to a 1 or 3 frame buffer upon player death or map rotation. To test what the current frame buffer is at any time simply open the console in game and type "RenderDevice.RenderAheadLimit" without the quotation marks and hit enter. A value of 2 should be returned upon following these instructions. This workaround currently only works in dx12. |
VR support
3D modes | State | Notes | |
---|---|---|---|
Nvidia 3D Vision | See Battlefield V (DX11). | ||
vorpX | Z3D, DirectVR Officially supported game, see official vorpx game list. |
Other information
API
Technical specs | Supported | Notes |
---|---|---|
Direct3D | 11, 12 |
Executable | 32-bit | 64-bit | Notes |
---|---|---|---|
Windows |
System requirements
Windows[7] | ||
---|---|---|
Minimum | Recommended | |
Operating system (OS) | 7, 8.1, 10, 10 October 2018 Update (DXR) | 10, 10 October 2018 Update (DXR) |
Processor (CPU) | AMD FX-6350 Intel Core i5-6600K AMD Ryzen 5 2600 (DXR) Intel Core i5 8400 (DXR) |
AMD Ryzen 3 1300X Intel Core i7-4790 AMD Ryzen 7 2700 (DXR) Intel Core i7 8700 (DXR) |
System memory (RAM) | 8 GB 12 GB (DXR) |
12 GB 16 GB (DXR) |
Hard disk drive (HDD) | 50 GB | 50 GB |
Video card (GPU) | AMD Radeon RX 560 AMD Radeon HD 7850 Nvidia GeForce GTX 1050 Nvidia GeForce GTX 660 Nvidia GeForce RTX 2070 (DXR) 2 GB of VRAM DirectX 11 compatible | AMD Radeon RX 580 Nvidia GeForce GTX 1060 Nvidia GeForce RTX 2080 (DXR) 6 GB of VRAM DirectX 11.1 compatible |
- A 64-bit operating system is required.
- Specs denoted with (DXR) are the Minimum and Recommended specs for playing with ray tracing enabled.
References
- ↑ Battlefield V (2018) Windows credits - MobyGames - last accessed on 2018-12-30
- ↑ Criterion making Battlefield 5's battle royale mode - Eurogamer.net - last accessed on 2018-09-07
- ↑ https://www.reddit.com/r/Windows10/comments/7a0763/standby_memory_issue_causing_stutters_on_creators/
- ↑ https://www.dobreprogramy.pl/deton24/Dlaczego-moje-gry-sie-zacinaja-diagnostyka-Ustawianie-pliku-wymiany-ReadyBoost-Testy-trybu-gry-i-kompresji-pamieci-w-Windows--porady,85501.html
- ↑ https://www.reddit.com/r/PUBATTLEGROUNDS/comments/8jgz6g/disabling_control_flow_guard_in_windows_defender/
- ↑ [1]
- ↑ Battlefield V PC System Requirements