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Instant action split screen disappointment👎

2

Replies

  • I wonder if turning off all the abilities (except maybe one for saber users to use at range) would fix this. If it would, I think it would be a good trade off.

    Aaaaaaaaah yuck no. I want A.I. Boosk to use all his abilities. Like I said
    (1.) Zip file it
    (2.) shut off all un-necessary running files while I.A. runs.
    (3.) Get rid of non-participating combat, i.e. - the background sequences


    This hopefully will permit more A.I... Again I'm no expert here though.

    I wonder if they tried those already.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • I wonder if turning off all the abilities (except maybe one for saber users to use at range) would fix this. If it would, I think it would be a good trade off.

    Aaaaaaaaah yuck no. I want A.I. Boosk to use all his abilities. Like I said
    (1.) Zip file it
    (2.) shut off all un-necessary running files while I.A. runs.
    (3.) Get rid of non-participating combat, i.e. - the background sequences


    This hopefully will permit more A.I... Again I'm no expert here though.

    I wonder if they tried those already.

    please do not take this as an offense, but number 1 is just hilarious :D that is not how it works
  • ELIMELECH0401
    1442 posts Member
    edited October 2019
    I wonder if turning off all the abilities (except maybe one for saber users to use at range) would fix this. If it would, I think it would be a good trade off.

    Aaaaaaaaah yuck no. I want A.I. Boosk to use all his abilities. Like I said
    (1.) Zip file it
    (2.) shut off all un-necessary running files while I.A. runs.
    (3.) Get rid of non-participating combat, i.e. - the background sequences


    This hopefully will permit more A.I... Again I'm no expert here though.

    I wonder if they tried those already.

    please do not take this as an offense, but number 1 is just hilarious :D that is not how it works

    2 and 3 would certainly help. What are some good ways to get split screen in IA?
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • I wonder if turning off all the abilities (except maybe one for saber users to use at range) would fix this. If it would, I think it would be a good trade off.

    Aaaaaaaaah yuck no. I want A.I. Boosk to use all his abilities. Like I said
    (1.) Zip file it
    (2.) shut off all un-necessary running files while I.A. runs.
    (3.) Get rid of non-participating combat, i.e. - the background sequences


    This hopefully will permit more A.I... Again I'm no expert here though.

    I wonder if they tried those already.

    please do not take this as an offense, but number 1 is just hilarious :D that is not how it works

    2 and 3 would certainly help. What are some good ways to get split screen in IA?

    Well, 2 and 3 are valid options as far as my knowledge goes, but the render-tasks are still massive. So "workarounds" could be to lower the frame rate as much as possible (which is most likely less of a workaround but an issue appearing) and second minimize the quality of the graphics. But since we are talking dice here, they will not beat the graphics to the ground just to get one mode working...

    Honestly, it is often "playing around" and "adjusting" all graphical settings and trying to enhance the way the hardware is used by the game as of now - talking to use as many cores as possible at the same time, so that the system is used more heavily, but it can achieve more. And this kind of trying to balance things out just takes a heck of a time, especially since using all cpu cores at the same time for a long time is not the best idea, since your system, well, will melt :D So idk how they are going to handle it properly and how devs are going to work it out, especially with frostbite... That is why they are saying - it is difficult
  • I wonder if turning off all the abilities (except maybe one for saber users to use at range) would fix this. If it would, I think it would be a good trade off.

    Aaaaaaaaah yuck no. I want A.I. Boosk to use all his abilities. Like I said
    (1.) Zip file it
    (2.) shut off all un-necessary running files while I.A. runs.
    (3.) Get rid of non-participating combat, i.e. - the background sequences


    This hopefully will permit more A.I... Again I'm no expert here though.

    I wonder if they tried those already.

    please do not take this as an offense, but number 1 is just hilarious :D that is not how it works

    2 and 3 would certainly help. What are some good ways to get split screen in IA?

    Well, 2 and 3 are valid options as far as my knowledge goes, but the render-tasks are still massive. So "workarounds" could be to lower the frame rate as much as possible (which is most likely less of a workaround but an issue appearing) and second minimize the quality of the graphics. But since we are talking dice here, they will not beat the graphics to the ground just to get one mode working...

    Honestly, it is often "playing around" and "adjusting" all graphical settings and trying to enhance the way the hardware is used by the game as of now - talking to use as many cores as possible at the same time, so that the system is used more heavily, but it can achieve more. And this kind of trying to balance things out just takes a heck of a time, especially since using all cpu cores at the same time for a long time is not the best idea, since your system, well, will melt :D So idk how they are going to handle it properly and how devs are going to work it out, especially with frostbite... That is why they are saying - it is difficult

    They could reduced the graphics for IA split screen without changes other modes or even single player IA by rerendering with lower settings and using these new files for split screen IA. This wouldn't take that much dev time either.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • Online experience is bad, still, the game is heavily based on online modes, it makes no sense. Hopefully they're still trying
  • hosco33 wrote: »
    Online experience is bad, still, the game is heavily based on online modes, it makes no sense. Hopefully they're still trying

    It sounds like they are.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • I wonder if turning off all the abilities (except maybe one for saber users to use at range) would fix this. If it would, I think it would be a good trade off.

    Aaaaaaaaah yuck no. I want A.I. Boosk to use all his abilities. Like I said
    (1.) Zip file it
    (2.) shut off all un-necessary running files while I.A. runs.
    (3.) Get rid of non-participating combat, i.e. - the background sequences


    This hopefully will permit more A.I... Again I'm no expert here though.

    I wonder if they tried those already.

    please do not take this as an offense, but number 1 is just hilarious :D that is not how it works

    2 and 3 would certainly help. What are some good ways to get split screen in IA?

    Well, 2 and 3 are valid options as far as my knowledge goes, but the render-tasks are still massive. So "workarounds" could be to lower the frame rate as much as possible (which is most likely less of a workaround but an issue appearing) and second minimize the quality of the graphics. But since we are talking dice here, they will not beat the graphics to the ground just to get one mode working...

    Honestly, it is often "playing around" and "adjusting" all graphical settings and trying to enhance the way the hardware is used by the game as of now - talking to use as many cores as possible at the same time, so that the system is used more heavily, but it can achieve more. And this kind of trying to balance things out just takes a heck of a time, especially since using all cpu cores at the same time for a long time is not the best idea, since your system, well, will melt :D So idk how they are going to handle it properly and how devs are going to work it out, especially with frostbite... That is why they are saying - it is difficult

    They could reduced the graphics for IA split screen without changes other modes or even single player IA by rerendering with lower settings and using these new files for split screen IA. This wouldn't take that much dev time either.

    It would take much dev time - especially with DICE focusing on higher end models, they ost likely do not have proper "lower poly" versions of the models that have reduced verticies. If they change the quality settings only for one game ode, they still would have massive render tasks due to the verticies in the scene. Yes they can redue the assets, but then they are modifiying the map with a trial and error method and this - as suggested - takes time. So it is understandable, whatever they are doing, that they need time for it
  • I wonder if turning off all the abilities (except maybe one for saber users to use at range) would fix this. If it would, I think it would be a good trade off.

    Aaaaaaaaah yuck no. I want A.I. Boosk to use all his abilities. Like I said
    (1.) Zip file it
    (2.) shut off all un-necessary running files while I.A. runs.
    (3.) Get rid of non-participating combat, i.e. - the background sequences


    This hopefully will permit more A.I... Again I'm no expert here though.

    I wonder if they tried those already.

    please do not take this as an offense, but number 1 is just hilarious :D that is not how it works

    2 and 3 would certainly help. What are some good ways to get split screen in IA?

    Well, 2 and 3 are valid options as far as my knowledge goes, but the render-tasks are still massive. So "workarounds" could be to lower the frame rate as much as possible (which is most likely less of a workaround but an issue appearing) and second minimize the quality of the graphics. But since we are talking dice here, they will not beat the graphics to the ground just to get one mode working...

    Honestly, it is often "playing around" and "adjusting" all graphical settings and trying to enhance the way the hardware is used by the game as of now - talking to use as many cores as possible at the same time, so that the system is used more heavily, but it can achieve more. And this kind of trying to balance things out just takes a heck of a time, especially since using all cpu cores at the same time for a long time is not the best idea, since your system, well, will melt :D So idk how they are going to handle it properly and how devs are going to work it out, especially with frostbite... That is why they are saying - it is difficult

    They could reduced the graphics for IA split screen without changes other modes or even single player IA by rerendering with lower settings and using these new files for split screen IA. This wouldn't take that much dev time either.

    It would take much dev time - especially with DICE focusing on higher end models, they ost likely do not have proper "lower poly" versions of the models that have reduced verticies. If they change the quality settings only for one game ode, they still would have massive render tasks due to the verticies in the scene. Yes they can redue the assets, but then they are modifiying the map with a trial and error method and this - as suggested - takes time. So it is understandable, whatever they are doing, that they need time for it

    Oh my, sounds like you know what you are talking about. Cool. 😎👍🏼
    “There is always hope.”
  • Can they atleast let me pause instant action.
  • Bump until it gets added!
  • Agreed OP

    Reduce graphics.. or reduce trooper AI count. I don't care. Just make it happen.

  • The_Meme_Lord
    205 posts Member
    edited October 2019
    They have the dumbest AI ever, where are they actually wasting resources?
    F8RGE wrote: »

    This is a joke right?

    f78hqpo5bn3m.png


    REVERT THE SPEEDER NERF!
  • Edit ate my post so here's the short version. Editing poly count would take a while. I meant change options in the render window. I will be patient for split screen but I do want it.
    I wonder if turning off all the abilities (except maybe one for saber users to use at range) would fix this. If it would, I think it would be a good trade off.

    Aaaaaaaaah yuck no. I want A.I. Boosk to use all his abilities. Like I said
    (1.) Zip file it
    (2.) shut off all un-necessary running files while I.A. runs.
    (3.) Get rid of non-participating combat, i.e. - the background sequences


    This hopefully will permit more A.I... Again I'm no expert here though.

    I wonder if they tried those already.

    please do not take this as an offense, but number 1 is just hilarious :D that is not how it works

    2 and 3 would certainly help. What are some good ways to get split screen in IA?

    Well, 2 and 3 are valid options as far as my knowledge goes, but the render-tasks are still massive. So "workarounds" could be to lower the frame rate as much as possible (which is most likely less of a workaround but an issue appearing) and second minimize the quality of the graphics. But since we are talking dice here, they will not beat the graphics to the ground just to get one mode working...

    Honestly, it is often "playing around" and "adjusting" all graphical settings and trying to enhance the way the hardware is used by the game as of now - talking to use as many cores as possible at the same time, so that the system is used more heavily, but it can achieve more. And this kind of trying to balance things out just takes a heck of a time, especially since using all cpu cores at the same time for a long time is not the best idea, since your system, well, will melt :D So idk how they are going to handle it properly and how devs are going to work it out, especially with frostbite... That is why they are saying - it is difficult

    They could reduced the graphics for IA split screen without changes other modes or even single player IA by rerendering with lower settings and using these new files for split screen IA. This wouldn't take that much dev time either.

    It would take much dev time - especially with DICE focusing on higher end models, they ost likely do not have proper "lower poly" versions of the models that have reduced verticies. If they change the quality settings only for one game ode, they still would have massive render tasks due to the verticies in the scene. Yes they can redue the assets, but then they are modifiying the map with a trial and error method and this - as suggested - takes time. So it is understandable, whatever they are doing, that they need time for it

    Edit ate my post so here's the short version. Editing poly count would take a while. I meant change options in the render window. I will be patient for split screen but I do want it.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • Edit ate my post so here's the short version. Editing poly count would take a while. I meant change options in the render window. I will be patient for split screen but I do want it.
    I wonder if turning off all the abilities (except maybe one for saber users to use at range) would fix this. If it would, I think it would be a good trade off.

    Aaaaaaaaah yuck no. I want A.I. Boosk to use all his abilities. Like I said
    (1.) Zip file it
    (2.) shut off all un-necessary running files while I.A. runs.
    (3.) Get rid of non-participating combat, i.e. - the background sequences


    This hopefully will permit more A.I... Again I'm no expert here though.

    I wonder if they tried those already.

    please do not take this as an offense, but number 1 is just hilarious :D that is not how it works

    2 and 3 would certainly help. What are some good ways to get split screen in IA?

    Well, 2 and 3 are valid options as far as my knowledge goes, but the render-tasks are still massive. So "workarounds" could be to lower the frame rate as much as possible (which is most likely less of a workaround but an issue appearing) and second minimize the quality of the graphics. But since we are talking dice here, they will not beat the graphics to the ground just to get one mode working...

    Honestly, it is often "playing around" and "adjusting" all graphical settings and trying to enhance the way the hardware is used by the game as of now - talking to use as many cores as possible at the same time, so that the system is used more heavily, but it can achieve more. And this kind of trying to balance things out just takes a heck of a time, especially since using all cpu cores at the same time for a long time is not the best idea, since your system, well, will melt :D So idk how they are going to handle it properly and how devs are going to work it out, especially with frostbite... That is why they are saying - it is difficult

    They could reduced the graphics for IA split screen without changes other modes or even single player IA by rerendering with lower settings and using these new files for split screen IA. This wouldn't take that much dev time either.

    It would take much dev time - especially with DICE focusing on higher end models, they ost likely do not have proper "lower poly" versions of the models that have reduced verticies. If they change the quality settings only for one game ode, they still would have massive render tasks due to the verticies in the scene. Yes they can redue the assets, but then they are modifiying the map with a trial and error method and this - as suggested - takes time. So it is understandable, whatever they are doing, that they need time for it

    Edit ate my post so here's the short version. Editing poly count would take a while. I meant change options in the render window. I will be patient for split screen but I do want it.

    Well ok - then I probably misunderstood what you were referring to, my bad. Changing quality settings for a single scene could bring some improvements, but it would not do the trick IMO
  • Edit ate my post so here's the short version. Editing poly count would take a while. I meant change options in the render window. I will be patient for split screen but I do want it.
    I wonder if turning off all the abilities (except maybe one for saber users to use at range) would fix this. If it would, I think it would be a good trade off.

    Aaaaaaaaah yuck no. I want A.I. Boosk to use all his abilities. Like I said
    (1.) Zip file it
    (2.) shut off all un-necessary running files while I.A. runs.
    (3.) Get rid of non-participating combat, i.e. - the background sequences


    This hopefully will permit more A.I... Again I'm no expert here though.

    I wonder if they tried those already.

    please do not take this as an offense, but number 1 is just hilarious :D that is not how it works

    2 and 3 would certainly help. What are some good ways to get split screen in IA?

    Well, 2 and 3 are valid options as far as my knowledge goes, but the render-tasks are still massive. So "workarounds" could be to lower the frame rate as much as possible (which is most likely less of a workaround but an issue appearing) and second minimize the quality of the graphics. But since we are talking dice here, they will not beat the graphics to the ground just to get one mode working...

    Honestly, it is often "playing around" and "adjusting" all graphical settings and trying to enhance the way the hardware is used by the game as of now - talking to use as many cores as possible at the same time, so that the system is used more heavily, but it can achieve more. And this kind of trying to balance things out just takes a heck of a time, especially since using all cpu cores at the same time for a long time is not the best idea, since your system, well, will melt :D So idk how they are going to handle it properly and how devs are going to work it out, especially with frostbite... That is why they are saying - it is difficult

    They could reduced the graphics for IA split screen without changes other modes or even single player IA by rerendering with lower settings and using these new files for split screen IA. This wouldn't take that much dev time either.

    It would take much dev time - especially with DICE focusing on higher end models, they ost likely do not have proper "lower poly" versions of the models that have reduced verticies. If they change the quality settings only for one game ode, they still would have massive render tasks due to the verticies in the scene. Yes they can redue the assets, but then they are modifiying the map with a trial and error method and this - as suggested - takes time. So it is understandable, whatever they are doing, that they need time for it

    Edit ate my post so here's the short version. Editing poly count would take a while. I meant change options in the render window. I will be patient for split screen but I do want it.

    Well ok - then I probably misunderstood what you were referring to, my bad. Changing quality settings for a single scene could bring some improvements, but it would not do the trick IMO

    It sounds like it requires lowering the poly count, let's hope the devs will do this.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • Would it be easier to make Co-op offline and split screen?
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • I was wondering if the phases would help with this.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • Instant Action playable online for coop or vs "private" matches ? Anyone ?
  • Instant Action playable online for coop or vs "private" matches ? Anyone ?
    I would much rather have couch co-op and would not use online co-op. If being connected to the internet would allow us to get split screen faster while they worked on offline split screen, I would be all for that.


    Bump!

    Bumping can get threads closed, please don't.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • Instant Action playable online for coop or vs "private" matches ? Anyone ?
    I would much rather have couch co-op and would not use online co-op. If being connected to the internet would allow us to get split screen faster while they worked on offline split screen, I would be all for that.


    Bump!

    Bumping can get threads closed, please don't.

    <If being connected to the internet would allow us to get split screen faster> -> I do not quit eget that, how should being connected to the internet help in any way.
  • People are bumping this thread because there arent enough people complaining about it, just like how "revert speeder nerf" threads are bumped all the time. Its upsetting how there is no response from the devs and no progress made with reverting the nerfs so its bumped. There simply arent enough threads discussing these problems
    REVERT THE SPEEDER NERF!
  • People are bumping this thread because there arent enough people complaining about it, just like how "revert speeder nerf" threads are bumped all the time. Its upsetting how there is no response from the devs and no progress made with reverting the nerfs so its bumped. There simply arent enough threads discussing these problems

    More threads do not help, especially since they get closed by moderators, asking to keep it in one thread.

    Take a look at starfighter content. There have been many threads and there is a HUGE one, which gets daily bumbs - but what should I say, if the devs are not willing to develop something for those requests, then the devs are not willing to develop something for these requests - which is a shame
  • Instant Action playable online for coop or vs "private" matches ? Anyone ?
    I would much rather have couch co-op and would not use online co-op. If being connected to the internet would allow us to get split screen faster while they worked on offline split screen, I would be all for that.


    Bump!

    Bumping can get threads closed, please don't.

    <If being connected to the internet would allow us to get split screen faster> -> I do not quit eget that, how should being connected to the internet help in any way.

    I was thinking it would allow their servers to help overcome the technical restrictions, I could be wrong though.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • Can they atleast let me pause instant action.
    This. It’s offline, I don’t get why you can pause it.

    PSN: this_old_mouse
  • People are bumping this thread because there arent enough people complaining about it, just like how "revert speeder nerf" threads are bumped all the time. Its upsetting how there is no response from the devs and no progress made with reverting the nerfs so its bumped. There simply arent enough threads discussing these problems
    People are bumping this thread because there arent enough people complaining about it, just like how "revert speeder nerf" threads are bumped all the time. Its upsetting how there is no response from the devs and no progress made with reverting the nerfs so its bumped. There simply arent enough threads discussing these problems

    More threads do not help, especially since they get closed by moderators, asking to keep it in one thread.

    Take a look at starfighter content. There have been many threads and there is a HUGE one, which gets daily bumbs - but what should I say, if the devs are not willing to develop something for those requests, then the devs are not willing to develop something for these requests - which is a shame

    If the mods aren't closing threads for bumps, that's cool. I saw in the TOS not to bump and didn't want this thread closed because I REALLY want split screen. What I do to avoid bumping is post something that adds to the split screen conversation. Sorry if I offended anyone.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • I certainly hope they can get split screen in IA, but if they can't, I hope they will do another mode with hero AI and split screen.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • I certainly hope they can get split screen in IA, but if they can't, I hope they will do another mode with hero AI and split screen.

    When the devs said they already reached nearly the max of the systems memory my hopes for split screen got kind of dashed but who knows.
    “There is always hope.”
  • Splitscreen instant action would be unplayable laggy. That’s the short answer.

    The long answer is you wouldn’t enjoy it as much as you think you would. This game is built for visual fidelity. Like F8RGE said, they’ve maximized the hardware to get the most performance out of one screen. Split that into two, and it will literally be half as smooth.
    "Yeah, I'm responsible these days. It's the price you pay for being successful."
  • Starmasui73146
    1684 posts Member
    edited November 2019
    Like I said
    (1.) Zip file it
    (2.) shut off all un-necessary running files while I.A. runs.
    (3.) Get rid of non-participating combat, i.e. - the background sequences


    This hopefully will permit more A.I... Again I'm no expert here though.

    I wonder if they tried those already.
    Please do not take this as an offense, but number 1 is just hilarious :D that is not how it works.
    How very kindly put. Yeah I don't understand all the mechanics of it. I'm no programmer or computer repair guy. I guess I misunderstood what the makers of Subnautica meant when they were talking about speeding up game play.
    Have the devs said what exactly the technical hurdles are?
    1. thermal throttling
    2. FPS
    3. lag
    4. playercount as a cause of this
    5. keeping the initial hardware requirements the same

    I just looked up thermal throttling. Thermal throttling is when the CPU overheats, the motherboard sets its speed lower, so it can generate less heat and cool down.

    Sooooo your saying that when the devs tried more A.I. it fried the X-Box One's and PS4's CPU? Yikes. So it would kill my X-Box? Yeah that's not good. So literal meltdown, got it.
    gl8nhaspzwt2.jpg

    I didn't actually think that was literal, I thought it was an exaggeration.

    2 and 3 would certainly help. What are some good ways to get split screen in IA?

    Really? 😀 Cool! 🤔 Let's see that was...
    (2.) shut off all un-necessary running files while I.A. runs.
    (3.) Get rid of non-participating combat, i.e. - the background sequences

    Well, 2 and 3 are valid options as far as my knowledge goes, but the render-tasks are still massive. So "workarounds" could be to lower the frame rate as much as possible (which is most likely less of a workaround but an issue appearing) and second minimize the quality of the graphics. But since we are talking DICE here, they will not beat the graphics to the ground just to get one mode working...

    Honestly, it is often "playing around" and "adjusting" all graphical settings and trying to enhance the way the hardware is used by the game as of now - I'm talking about to use as many cores as possible at the same time, so that the system is used more heavily, but it can achieve more. And this kind of trying to balance things out just takes a heck of an amount of time, especially since using all CPU cores at the same time for a long time is not the best idea, since your system, well, will melt :D So idk how they are going to handle it properly and how the devs are going to work it out, especially with Frostbite... That is why they are saying - it is difficult.

    An absolutely outstanding explanation, thank you.
    They could reduced the graphics for IA split screen without changes other modes or even single player IA by rerendering with lower settings and using these new files for split screen IA. This wouldn't take that much dev time either.
    It would take much dev time - especially with DICE focusing on higher end models, they most likely do not have proper "lower poly" versions of the models that have reduced verticies. If they change the quality settings only for one game mode, they still would have massive render tasks due to the verticies in the scene. Yes they can redue the assets, but then they are modifiying the map with a trial and error method and this - as suggested - takes time. So it is understandable, whatever they are doing, that they need time for it.

    Wow, again just stunning in-site, thank you.
    Editing poly count would take a while. I meant change options in the render window. I will be patient for split screen but I do want it.


    Well ok - then I probably misunderstood what you were referring to, my bad. Changing quality settings for a single scene could bring some improvements, but it would not do the trick IMO.
    It sounds like it requires lowering the poly count, let's hope the devs will do this. Would it be easier to make Co-op offline and split screen? I was wondering if the phases would help with this.

    I would like that very much. Co-Op is a blast. To have it Offline period would be fun...even if it's me and 3 AI bun kickers. Though split screen would be the dream.

    I certainly hope they can get split screen in IA, but if they can't, I hope they will do another mode with hero AI and split screen.

    Yes, it seems that HvV, Hero Showdown and Duel modes should be easy enough to bring to us Offline, since they already have 8 AI heroes working great. 😎👍🏼


    I just got to say this...I just had this silly daydream where this happened. So the devs did it? They succeeded in creating split screen and increasing A.I. player count.

    I go to play "Instant Action" select split screen and try to max the bot count to 17 per side. The screen says, "Warning changing the bot count beyond 13 per team will radically alter the background, pixels and graphics, are you sure you wish to increase the player count?" I say yes. The game starts. I'm now listening to 1980 style Nintendo Star Wars low end music and the graphics are 8 bit pixel figurines. Lol...
    🤣😂🤣 That was a hilarious daydream. I'm still laughing.
    Post edited by Starmasui73146 on
    “There is always hope.”
  • Lonnisity wrote: »
    Splitscreen instant action would be unplayable laggy. That’s the short answer.

    The long answer is you wouldn’t enjoy it as much as you think you would. This game is built for visual fidelity. Like F8RGE said, they’ve maximized the hardware to get the most performance out of one screen. Split that into two, and it will literally be half as smooth.

    I would still enjoy it because playing local co-op is 10X better. Personally, I do not care about visual fidelity. If it looked like a PS2 game I would be happy as long as I could play it in split screen.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • I certainly hope they can get split screen in IA, but if they can't, I hope they will do another mode with hero AI and split screen.

    When the devs said they already reached nearly the max of the systems memory my hopes for split screen got kind of dashed but who knows.

    A small mode with hero AI would be easier if IA don't work out. I also wonder if Co-op would be easier since it is linear. The game could load one control point at a time.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • HvV in split screen would be awesome.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • Hopefully, the delayed patch means it will have split screen included.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • Starmasui73146
    1684 posts Member
    edited November 2019
    Personally, I do not care about visual fidelity. If it looked like a PS2 game I would be happy as long as I could play it in split screen.

    Lol, 🤣 Nov 2nd I mentioned I had this crazy day dream were we finally get split screen for "Instant Action" and the characters are 8 bit blocks and look like the main character from Dig Dug and it had cheesy Nintendo Mario Brothers music playing in the background. Aaaaah it was funny stuff.
    “There is always hope.”
  • Personally, I do not care about visual fidelity. If it looked like a PS2 game I would be happy as long as I could play it in split screen.

    Lol, 🤣 Nov 2nd I mentioned I had this crazy day dream were we finally get split screen for "Instant Action" and the characters are 8 bit blocks and look like the main character from Dig Dug and it had cheesy Nintendo Mario Brothers music playing in the background. Aaaaah it was funny stuff.

    I would be happy with dig dug quality graphics as long as you can distinguish the characters.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • Starmasui73146
    1684 posts Member
    edited November 2019
    Personally, I do not care about visual fidelity. If it looked like a PS2 game I would be happy as long as I could play it in split screen.

    Lol, 🤣 Nov 2nd I mentioned I had this crazy day dream were we finally get split screen for "Instant Action" and the characters are 8 bit blocks and look like the main character from Dig Dug and it had cheesy Nintendo Mario Brothers music playing in the background. Aaaaah it was funny stuff.

    I would be happy with dig dug quality graphics as long as you can distinguish the characters.

    Stop it man I'm lmao. 🤣😂🤣 On second thought don't stop it's good for the soul.

    I have yet another idea. What if DICE puts out an ultra special edition that has a second disc. The second disc could be the version that has split screen. I.E. - All single player content is on it's own disc. Capcom and Bungie did it back in the day. Why not DICE? They could make it it's own disc solid in stores on it's own as well. By separating Online from Offline more could go on each disc and the system would be less taxed. Thus releasing all Offline Content on it's own disc as it's own entity to permit more room on the disc to allow for doubling the modes in Split Screen. I think this idea is brilliant. Aaaaaaand anyone who wants to buy the splitscreen disc game digitally can buy the download. This would only be for the hard core Offliners of course. It could include Conquest, Galactic Conquest, DICE's Instant Action version, Arcade and the Campaign all with Split Screen capacity. What do you think? 🧐🤔👍🏼
    Post edited by Starmasui73146 on
    “There is always hope.”
  • What a disappointement... How am I suppose to play with my girlfriend. The other Arcade mod are dumb...
  • Starmasui73146
    1684 posts Member
    edited November 2019
    MMGmind wrote: »
    What a disappointement... How am I suppose to play with my girlfriend? The other Arcade modes are dumb...

    Like I said since they cant solve it perhaps treating it like an independent game. Release all Offline Content on it's own disc as it's own entity to permit more room on the disc to allow for doubling the modes in Split Screen.
    “There is always hope.”
  • ELIMELECH0401
    1442 posts Member
    edited November 2019
    Personally, I do not care about visual fidelity. If it looked like a PS2 game I would be happy as long as I could play it in split screen.

    Lol, 🤣 Nov 2nd I mentioned I had this crazy day dream were we finally get split screen for "Instant Action" and the characters are 8 bit blocks and look like the main character from Dig Dug and it had cheesy Nintendo Mario Brothers music playing in the background. Aaaaah it was funny stuff.

    I would be happy with dig dug quality graphics as long as you can distinguish the characters.

    Stop it man I'm lmao. 🤣😂🤣 On second thought don't stop it's good for the soul.

    I have yet another idea. What if DICE puts out an ultra special edition that has a second disc. The second disc could be the version that has split screen. I.E. - All single player content is on it's own disc. Capcom and Bungie did it back in the day. Why not DICE? They could make it it's own disc solid in stores on it's own as well. By separating Online from Offline more could go on each disc and the system would be less taxed. Thus releasing all Offline Content on it's own disc as it's own entity to permit more room on the disc to allow for doubling the modes in Split Screen. I think this idea is brilliant. Aaaaaaand anyone who wants to buy the splitscreen disc game digitally can buy the download. This would only be for the hard core Offliners of course. It could include Conquest, Galactic Conquest, DICE's Instant Action version, Arcade and the Campaign all with Split Screen capacity. What do you think? 🧐🤔👍🏼

    I wish this would work. I'd buy it for split screen. Unfortunately, it is processing power not disc space that is causing the issues. It would need reduced graphics, reduced ai (I have read this online but can't confirm if it is correct), or be able to load smaller sections of the map which would cause more frequent loading. The more frequent loading would work better in Co-op than IA.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • Personally, I do not care about visual fidelity. If it looked like a PS2 game I would be happy as long as I could play it in split screen.

    Lol, 🤣 Nov 2nd I mentioned I had this crazy day dream were we finally get split screen for "Instant Action" and the characters are 8 bit blocks and look like the main character from Dig Dug and it had cheesy Nintendo Mario Brothers music playing in the background. Aaaaah it was funny stuff.

    I would be happy with dig dug quality graphics as long as you can distinguish the characters.

    Stop it man I'm lmao. 🤣😂🤣 On second thought don't stop it's good for the soul.

    I have yet another idea. What if DICE puts out an ultra special edition that has a second disc. The second disc could be the version that has split screen. I.E. - All single player content is on it's own disc. Capcom and Bungie did it back in the day. Why not DICE? They could make it it's own disc solid in stores on it's own as well. By separating Online from Offline more could go on each disc and the system would be less taxed. Thus releasing all Offline Content on it's own disc as it's own entity to permit more room on the disc to allow for doubling the modes in Split Screen. I think this idea is brilliant. Aaaaaaand anyone who wants to buy the splitscreen disc game digitally can buy the download. This would only be for the hard core Offliners of course. It could include Conquest, Galactic Conquest, DICE's Instant Action version, Arcade and the Campaign all with Split Screen capacity. What do you think? 🧐🤔👍🏼

    That is unfortunately not the way it works, sorry to disappoint you
  • Personally, I do not care about visual fidelity. If it looked like a PS2 game I would be happy as long as I could play it in split screen.

    Lol, 🤣 Nov 2nd I mentioned I had this crazy day dream were we finally get split screen for "Instant Action" and the characters are 8 bit blocks and look like the main character from Dig Dug and it had cheesy Nintendo Mario Brothers music playing in the background. Aaaaah it was funny stuff.

    I would be happy with dig dug quality graphics as long as you can distinguish the characters.

    Stop it man I'm lmao. 🤣😂🤣 On second thought don't stop it's good for the soul.

    I have yet another idea. What if DICE puts out an ultra special edition that has a second disc. The second disc could be the version that has split screen. I.E. - All single player content is on it's own disc. Capcom and Bungie did it back in the day. Why not DICE? They could make it it's own disc solid in stores on it's own as well. By separating Online from Offline more could go on each disc and the system would be less taxed. Thus releasing all Offline Content on it's own disc as it's own entity to permit more room on the disc to allow for doubling the modes in Split Screen. I think this idea is brilliant. Aaaaaaand anyone who wants to buy the splitscreen disc game digitally can buy the download. This would only be for the hard core Offliners of course. It could include Conquest, Galactic Conquest, DICE's Instant Action version, Arcade and the Campaign all with Split Screen capacity. What do you think? 🧐🤔👍🏼

    That is unfortunately not the way it works, sorry to disappoint you

    Explain please because I'm aware it's the game twice, that's why I made it's own game on another disc. It is completely independent of SWBF 2. One does not need the other, they are not integrated. It is it's own game, that doubles itself to split screen.
    “There is always hope.”
  • Personally, I do not care about visual fidelity. If it looked like a PS2 game I would be happy as long as I could play it in split screen.

    Lol, 🤣 Nov 2nd I mentioned I had this crazy day dream were we finally get split screen for "Instant Action" and the characters are 8 bit blocks and look like the main character from Dig Dug and it had cheesy Nintendo Mario Brothers music playing in the background. Aaaaah it was funny stuff.

    I would be happy with dig dug quality graphics as long as you can distinguish the characters.

    Stop it man I'm lmao. 🤣😂🤣 On second thought don't stop it's good for the soul.

    I have yet another idea. What if DICE puts out an ultra special edition that has a second disc. The second disc could be the version that has split screen. I.E. - All single player content is on it's own disc. Capcom and Bungie did it back in the day. Why not DICE? They could make it it's own disc solid in stores on it's own as well. By separating Online from Offline more could go on each disc and the system would be less taxed. Thus releasing all Offline Content on it's own disc as it's own entity to permit more room on the disc to allow for doubling the modes in Split Screen. I think this idea is brilliant. Aaaaaaand anyone who wants to buy the splitscreen disc game digitally can buy the download. This would only be for the hard core Offliners of course. It could include Conquest, Galactic Conquest, DICE's Instant Action version, Arcade and the Campaign all with Split Screen capacity. What do you think? 🧐🤔👍🏼

    That is unfortunately not the way it works, sorry to disappoint you

    Explain please because I'm aware it's the game twice, that's why I made it's own game on another disc. It is completely independent of SWBF 2. One does not need the other, they are not integrated. It is it's own game, that doubles itself to split screen.

    Ok, I will try to explain this as understandable as possible :) In case I sound rude, please do not take it as an offense since I did not mean it that way, but explaining such stuff can result in long sentences for me which can be understood as "***** off mood" which is not the case.

    So - seperating online and offline on to two discs at this point and therefore decoupling those two from each other is not going to change anything, except it is getting more difficult actually. There are several reasons for that. First of, it is work to seperate these entities from each other, especially since they are bound to the same data. Like your player object that is registered at the EA servers and therefore the games would have to share this resource. Since this whole communication is most likely handled by the "base game", this would be required to be reworked to work standalone for the "offline" version of the game. Second, decoupling the framework. When we take a look at the coding structure of the game, we would see that it is particularly complex. Nearly every component is bound to each other and therefore somewhat integrated. You can not simply start to decouple components in an introduced software architecture. In the beginning this would have been possible, since you would have build your architecture to fit and react that way. But with the architecture in place and then added Instand Action and stuff, it is most likely much deeper integrated with the base architecture of the game and therefore can not simply be removed and transferred somewhere else. This most likely uses, as stated above already, playerdata, base-CS mechanics and scripts, spawn behavior, UI systems and and and. Yes, they could have copied it, reworked it and then place it in this mode, but since we talk about a AAA developer here, you can bet on it that they have done it in a more professional way, reusing the resources and therefore avoiding loading times e.g..

    As you can tell already, there are hurdles that can not simply be taken, like integration / dependencies. Also, the complete architecture most likely does not allow for the structures to be easily taken out and place somewhere else.

    Especially in case of the architecture, most likely A LOT of it would need serious rework in order to allow for a standalone offline shooter. And, was we know, DICE does not have the manpower for Battlefront to allow for such a big development. Which leads me to the third point: resources.

    Something like the plan you have outlined is a HUGE project. Especially with an already developed game, that has so many dependencies between its different components. Therefore many people and developer would be needed to achieve this. And not only developers, but lead developers who know how the architecture is structured, what is linked to what in which way, and so on.

    Furthermore you mentioned some more points, like the second disc would not only contain Instant Action but other modes - these modes still would need development. They do not exist in 2017 Battlefront til now. So even if it was possible to extract the story, Instant Action adn Arcade out of its current context, that would be it. Without further development of additional game modes there would be no further game modes. And as already stated, there are not enough people working on this franchise that would allow for such a bold move.

    Somewhat relating to all of this is your idea of "bringin splitscreen to every mode". Let's think about that for a while. Moving all singleplayer components to another disc, would this have an influence on the splitscreen functionality in any way? No. It wouldn't. So why you might be thinking. I'll seperate the answer to this in several bulletpoints:
    Story
    - the story was not designed to be played in splitscreen. Neither the mechanics exist, nor the technical aspects are fulfilled. Meaning: Iden and her fellows are most of the time acting alone. Simply throwing in another character to fight along side would not make sense from a story perspective. Therefore the complete story would need adjustment, including story writing, cutscenes and more. Additionally, you would need to enable the splitscreen functionality in every single scene. Which is HUGE. You have to setup a second character controller, link it to a dummy profile, setup controls, setup the splitscreen in general with a second camera behavior and and and.... Then, we still have the technical hurdle which I will further highlight below regarding splitscreen in general

    Technical Hurdle
    - Introducing split screen results in a huge technical hurdle. Why? Well, if you look at the game as it is now, you will notice the wonderful graphics, the lighting, the textures, the high quality models and and and. All of this is already very hard to render on all these different machines, naming PLaystation, XBox and even "standard" gaming PCs. This is due to the 4k txtures, the very high poly count of the models, the realtime lighting, subsurface scattering, Particle Systems (explosions and stuff) and many more. This is basically all rendered in realtime and now imagine simpl doubling that. THat is not working. At least not with keeping a certain quality standard (e.g. system running smooth, PC not burning, not 2 hours of waiting time, framerate). WHy doubling it? Well, what happens when you throw in a second character via splitscreen is, that you now basically have two virtual cameras in these huge scenes that try to render everything in realtime. With one player on one system you only have one camera. But with a second player, that needs to be able to see independendly from the first one on the same system, you will have to have 2 and therefore most likely need to render everything twice. Achieving this to run smooth with nowadays graphics? Good luck child. Yes it is somewhat possible, but keep in mind that they need to keep the quality standards and have to allow support for this for PS4, XBox and 2017 gaming pcs. The Hardware stats are not allowed to change with software updates like this. Therefore, achieving this, is a huge technical hurdle.

    Seperating content does not achieve anything
    - besides the fact that I have already hinted at this with the previous bullet point, seperating the content onto different discs does not have an influence on aything. This would just be another way to sell the game but would not have any influence on the gameplay aspects of it / on the rendering tasks. CDs are just used for copy and maybe to store local playerdata, but even this I do not believe and strongly depends on the game's design.


    I could talk a lot more about this, but I think I made it pretty clear already
  • Personally, I do not care about visual fidelity. If it looked like a PS2 game I would be happy as long as I could play it in split screen.

    Lol, 🤣 Nov 2nd I mentioned I had this crazy day dream were we finally get split screen for "Instant Action" and the characters are 8 bit blocks and look like the main character from Dig Dug and it had cheesy Nintendo Mario Brothers music playing in the background. Aaaaah it was funny stuff.

    I would be happy with dig dug quality graphics as long as you can distinguish the characters.

    Stop it man I'm lmao. 🤣😂🤣 On second thought don't stop it's good for the soul.

    I have yet another idea. What if DICE puts out an ultra special edition that has a second disc. The second disc could be the version that has split screen. I.E. - All single player content is on it's own disc. Capcom and Bungie did it back in the day. Why not DICE? They could make it it's own disc solid in stores on it's own as well. By separating Online from Offline more could go on each disc and the system would be less taxed. Thus releasing all Offline Content on it's own disc as it's own entity to permit more room on the disc to allow for doubling the modes in Split Screen. I think this idea is brilliant. Aaaaaaand anyone who wants to buy the splitscreen disc game digitally can buy the download. This would only be for the hard core Offliners of course. It could include Conquest, Galactic Conquest, DICE's Instant Action version, Arcade and the Campaign all with Split Screen capacity. What do you think? 🧐🤔👍🏼

    That is unfortunately not the way it works, sorry to disappoint you

    Explain please because I'm aware it's the game twice, that's why I made it's own game on another disc. It is completely independent of SWBF 2. One does not need the other, they are not integrated. It is it's own game, that doubles itself to split screen.

    Ok, I will try to explain this as understandable as possible :) In case I sound rude, please do not take it as an offense since I did not mean it that way, but explaining such stuff can result in long sentences for me which can be understood as "***** off mood" which is not the case.

    So - seperating online and offline on to two discs at this point and therefore decoupling those two from each other is not going to change anything, except it is getting more difficult actually. There are several reasons for that. First of, it is work to seperate these entities from each other, especially since they are bound to the same data. Like your player object that is registered at the EA servers and therefore the games would have to share this resource. Since this whole communication is most likely handled by the "base game", this would be required to be reworked to work standalone for the "offline" version of the game. Second, decoupling the framework. When we take a look at the coding structure of the game, we would see that it is particularly complex. Nearly every component is bound to each other and therefore somewhat integrated. You can not simply start to decouple components in an introduced software architecture. In the beginning this would have been possible, since you would have build your architecture to fit and react that way. But with the architecture in place and then added Instand Action and stuff, it is most likely much deeper integrated with the base architecture of the game and therefore can not simply be removed and transferred somewhere else. This most likely uses, as stated above already, playerdata, base-CS mechanics and scripts, spawn behavior, UI systems and and and. Yes, they could have copied it, reworked it and then place it in this mode, but since we talk about a AAA developer here, you can bet on it that they have done it in a more professional way, reusing the resources and therefore avoiding loading times e.g..

    As you can tell already, there are hurdles that can not simply be taken, like integration / dependencies. Also, the complete architecture most likely does not allow for the structures to be easily taken out and place somewhere else.

    Especially in case of the architecture, most likely A LOT of it would need serious rework in order to allow for a standalone offline shooter. And, was we know, DICE does not have the manpower for Battlefront to allow for such a big development. Which leads me to the third point: resources.

    Something like the plan you have outlined is a HUGE project. Especially with an already developed game, that has so many dependencies between its different components. Therefore many people and developer would be needed to achieve this. And not only developers, but lead developers who know how the architecture is structured, what is linked to what in which way, and so on.

    Furthermore you mentioned some more points, like the second disc would not only contain Instant Action but other modes - these modes still would need development. They do not exist in 2017 Battlefront til now. So even if it was possible to extract the story, Instant Action adn Arcade out of its current context, that would be it. Without further development of additional game modes there would be no further game modes. And as already stated, there are not enough people working on this franchise that would allow for such a bold move.

    Somewhat relating to all of this is your idea of "bringin splitscreen to every mode". Let's think about that for a while. Moving all singleplayer components to another disc, would this have an influence on the splitscreen functionality in any way? No. It wouldn't. So why you might be thinking. I'll seperate the answer to this in several bulletpoints:
    Story
    - the story was not designed to be played in splitscreen. Neither the mechanics exist, nor the technical aspects are fulfilled. Meaning: Iden and her fellows are most of the time acting alone. Simply throwing in another character to fight along side would not make sense from a story perspective. Therefore the complete story would need adjustment, including story writing, cutscenes and more. Additionally, you would need to enable the splitscreen functionality in every single scene. Which is HUGE. You have to setup a second character controller, link it to a dummy profile, setup controls, setup the splitscreen in general with a second camera behavior and and and.... Then, we still have the technical hurdle which I will further highlight below regarding splitscreen in general

    Technical Hurdle
    - Introducing split screen results in a huge technical hurdle. Why? Well, if you look at the game as it is now, you will notice the wonderful graphics, the lighting, the textures, the high quality models and and and. All of this is already very hard to render on all these different machines, naming PLaystation, XBox and even "standard" gaming PCs. This is due to the 4k txtures, the very high poly count of the models, the realtime lighting, subsurface scattering, Particle Systems (explosions and stuff) and many more. This is basically all rendered in realtime and now imagine simpl doubling that. THat is not working. At least not with keeping a certain quality standard (e.g. system running smooth, PC not burning, not 2 hours of waiting time, framerate). WHy doubling it? Well, what happens when you throw in a second character via splitscreen is, that you now basically have two virtual cameras in these huge scenes that try to render everything in realtime. With one player on one system you only have one camera. But with a second player, that needs to be able to see independendly from the first one on the same system, you will have to have 2 and therefore most likely need to render everything twice. Achieving this to run smooth with nowadays graphics? Good luck child. Yes it is somewhat possible, but keep in mind that they need to keep the quality standards and have to allow support for this for PS4, XBox and 2017 gaming pcs. The Hardware stats are not allowed to change with software updates like this. Therefore, achieving this, is a huge technical hurdle.

    Seperating content does not achieve anything
    - besides the fact that I have already hinted at this with the previous bullet point, seperating the content onto different discs does not have an influence on aything. This would just be another way to sell the game but would not have any influence on the gameplay aspects of it / on the rendering tasks. CDs are just used for copy and maybe to store local playerdata, but even this I do not believe and strongly depends on the game's design.


    I could talk a lot more about this, but I think I made it pretty clear already

    Very well explained thank you. 🙂
    Okay soooooo you mentioned "So even if it was possible to extract the story, Instant Action and Arcade out of its current context, that would be it."
    Okay so let's say then just:
    "Instant Action"
    remove it to it's own disc.

    Could they copy and paste the integrated components from the base game along with "Instant Action"?

    Ooooor I guess is that again to hard to do? I'm trying not to sound redundant here. 😇
    Sorry if my questions stupid sounding.
    “There is always hope.”
  • Personally, I do not care about visual fidelity. If it looked like a PS2 game I would be happy as long as I could play it in split screen.

    Lol, 🤣 Nov 2nd I mentioned I had this crazy day dream were we finally get split screen for "Instant Action" and the characters are 8 bit blocks and look like the main character from Dig Dug and it had cheesy Nintendo Mario Brothers music playing in the background. Aaaaah it was funny stuff.

    I would be happy with dig dug quality graphics as long as you can distinguish the characters.

    Stop it man I'm lmao. 🤣😂🤣 On second thought don't stop it's good for the soul.

    I have yet another idea. What if DICE puts out an ultra special edition that has a second disc. The second disc could be the version that has split screen. I.E. - All single player content is on it's own disc. Capcom and Bungie did it back in the day. Why not DICE? They could make it it's own disc solid in stores on it's own as well. By separating Online from Offline more could go on each disc and the system would be less taxed. Thus releasing all Offline Content on it's own disc as it's own entity to permit more room on the disc to allow for doubling the modes in Split Screen. I think this idea is brilliant. Aaaaaaand anyone who wants to buy the splitscreen disc game digitally can buy the download. This would only be for the hard core Offliners of course. It could include Conquest, Galactic Conquest, DICE's Instant Action version, Arcade and the Campaign all with Split Screen capacity. What do you think? 🧐🤔👍🏼

    That is unfortunately not the way it works, sorry to disappoint you

    Explain please because I'm aware it's the game twice, that's why I made it's own game on another disc. It is completely independent of SWBF 2. One does not need the other, they are not integrated. It is it's own game, that doubles itself to split screen.

    Ok, I will try to explain this as understandable as possible :) In case I sound rude, please do not take it as an offense since I did not mean it that way, but explaining such stuff can result in long sentences for me which can be understood as "***** off mood" which is not the case.

    So - seperating online and offline on to two discs at this point and therefore decoupling those two from each other is not going to change anything, except it is getting more difficult actually. There are several reasons for that. First of, it is work to seperate these entities from each other, especially since they are bound to the same data. Like your player object that is registered at the EA servers and therefore the games would have to share this resource. Since this whole communication is most likely handled by the "base game", this would be required to be reworked to work standalone for the "offline" version of the game. Second, decoupling the framework. When we take a look at the coding structure of the game, we would see that it is particularly complex. Nearly every component is bound to each other and therefore somewhat integrated. You can not simply start to decouple components in an introduced software architecture. In the beginning this would have been possible, since you would have build your architecture to fit and react that way. But with the architecture in place and then added Instand Action and stuff, it is most likely much deeper integrated with the base architecture of the game and therefore can not simply be removed and transferred somewhere else. This most likely uses, as stated above already, playerdata, base-CS mechanics and scripts, spawn behavior, UI systems and and and. Yes, they could have copied it, reworked it and then place it in this mode, but since we talk about a AAA developer here, you can bet on it that they have done it in a more professional way, reusing the resources and therefore avoiding loading times e.g..

    As you can tell already, there are hurdles that can not simply be taken, like integration / dependencies. Also, the complete architecture most likely does not allow for the structures to be easily taken out and place somewhere else.

    Especially in case of the architecture, most likely A LOT of it would need serious rework in order to allow for a standalone offline shooter. And, was we know, DICE does not have the manpower for Battlefront to allow for such a big development. Which leads me to the third point: resources.

    Something like the plan you have outlined is a HUGE project. Especially with an already developed game, that has so many dependencies between its different components. Therefore many people and developer would be needed to achieve this. And not only developers, but lead developers who know how the architecture is structured, what is linked to what in which way, and so on.

    Furthermore you mentioned some more points, like the second disc would not only contain Instant Action but other modes - these modes still would need development. They do not exist in 2017 Battlefront til now. So even if it was possible to extract the story, Instant Action adn Arcade out of its current context, that would be it. Without further development of additional game modes there would be no further game modes. And as already stated, there are not enough people working on this franchise that would allow for such a bold move.

    Somewhat relating to all of this is your idea of "bringin splitscreen to every mode". Let's think about that for a while. Moving all singleplayer components to another disc, would this have an influence on the splitscreen functionality in any way? No. It wouldn't. So why you might be thinking. I'll seperate the answer to this in several bulletpoints:
    Story
    - the story was not designed to be played in splitscreen. Neither the mechanics exist, nor the technical aspects are fulfilled. Meaning: Iden and her fellows are most of the time acting alone. Simply throwing in another character to fight along side would not make sense from a story perspective. Therefore the complete story would need adjustment, including story writing, cutscenes and more. Additionally, you would need to enable the splitscreen functionality in every single scene. Which is HUGE. You have to setup a second character controller, link it to a dummy profile, setup controls, setup the splitscreen in general with a second camera behavior and and and.... Then, we still have the technical hurdle which I will further highlight below regarding splitscreen in general

    Technical Hurdle
    - Introducing split screen results in a huge technical hurdle. Why? Well, if you look at the game as it is now, you will notice the wonderful graphics, the lighting, the textures, the high quality models and and and. All of this is already very hard to render on all these different machines, naming PLaystation, XBox and even "standard" gaming PCs. This is due to the 4k txtures, the very high poly count of the models, the realtime lighting, subsurface scattering, Particle Systems (explosions and stuff) and many more. This is basically all rendered in realtime and now imagine simpl doubling that. THat is not working. At least not with keeping a certain quality standard (e.g. system running smooth, PC not burning, not 2 hours of waiting time, framerate). WHy doubling it? Well, what happens when you throw in a second character via splitscreen is, that you now basically have two virtual cameras in these huge scenes that try to render everything in realtime. With one player on one system you only have one camera. But with a second player, that needs to be able to see independendly from the first one on the same system, you will have to have 2 and therefore most likely need to render everything twice. Achieving this to run smooth with nowadays graphics? Good luck child. Yes it is somewhat possible, but keep in mind that they need to keep the quality standards and have to allow support for this for PS4, XBox and 2017 gaming pcs. The Hardware stats are not allowed to change with software updates like this. Therefore, achieving this, is a huge technical hurdle.

    Seperating content does not achieve anything
    - besides the fact that I have already hinted at this with the previous bullet point, seperating the content onto different discs does not have an influence on aything. This would just be another way to sell the game but would not have any influence on the gameplay aspects of it / on the rendering tasks. CDs are just used for copy and maybe to store local playerdata, but even this I do not believe and strongly depends on the game's design.


    I could talk a lot more about this, but I think I made it pretty clear already

    Very well explained thank you. 🙂
    Okay soooooo you mentioned "So even if it was possible to extract the story, Instant Action and Arcade out of its current context, that would be it."
    Okay so let's say then just:
    "Instant Action"
    remove it to it's own disc.

    Could they copy and paste the integrated components from the base game along with "Instant Action"?

    Ooooor I guess is that again to hard to do? I'm trying not to sound redundant here. 😇
    Sorry if my questions stupid sounding.

    At this point, after my explanation, why would you want to extract Instant Action and put it on a single disc... for what reason?

    Everything is fine, you are not sounding stuid at all, not everybody can have insights on development or coding in general
  • Personally, I do not care about visual fidelity. If it looked like a PS2 game I would be happy as long as I could play it in split screen.

    Lol, 🤣 Nov 2nd I mentioned I had this crazy day dream were we finally get split screen for "Instant Action" and the characters are 8 bit blocks and look like the main character from Dig Dug and it had cheesy Nintendo Mario Brothers music playing in the background. Aaaaah it was funny stuff.

    I would be happy with dig dug quality graphics as long as you can distinguish the characters.

    Stop it man I'm lmao. 🤣😂🤣 On second thought don't stop it's good for the soul.

    I have yet another idea. What if DICE puts out an ultra special edition that has a second disc. The second disc could be the version that has split screen. I.E. - All single player content is on it's own disc. Capcom and Bungie did it back in the day. Why not DICE? They could make it it's own disc solid in stores on it's own as well. By separating Online from Offline more could go on each disc and the system would be less taxed. Thus releasing all Offline Content on it's own disc as it's own entity to permit more room on the disc to allow for doubling the modes in Split Screen. I think this idea is brilliant. Aaaaaaand anyone who wants to buy the splitscreen disc game digitally can buy the download. This would only be for the hard core Offliners of course. It could include Conquest, Galactic Conquest, DICE's Instant Action version, Arcade and the Campaign all with Split Screen capacity. What do you think? 🧐🤔👍🏼

    That is unfortunately not the way it works, sorry to disappoint you

    Explain please because I'm aware it's the game twice, that's why I made it's own game on another disc. It is completely independent of SWBF 2. One does not need the other, they are not integrated. It is it's own game, that doubles itself to split screen.

    Ok, I will try to explain this as understandable as possible :) In case I sound rude, please do not take it as an offense since I did not mean it that way, but explaining such stuff can result in long sentences for me which can be understood as "***** off mood" which is not the case.

    So - seperating online and offline on to two discs at this point and therefore decoupling those two from each other is not going to change anything, except it is getting more difficult actually. There are several reasons for that. First of, it is work to seperate these entities from each other, especially since they are bound to the same data. Like your player object that is registered at the EA servers and therefore the games would have to share this resource. Since this whole communication is most likely handled by the "base game", this would be required to be reworked to work standalone for the "offline" version of the game. Second, decoupling the framework. When we take a look at the coding structure of the game, we would see that it is particularly complex. Nearly every component is bound to each other and therefore somewhat integrated. You can not simply start to decouple components in an introduced software architecture. In the beginning this would have been possible, since you would have build your architecture to fit and react that way. But with the architecture in place and then added Instand Action and stuff, it is most likely much deeper integrated with the base architecture of the game and therefore can not simply be removed and transferred somewhere else. This most likely uses, as stated above already, playerdata, base-CS mechanics and scripts, spawn behavior, UI systems and and and. Yes, they could have copied it, reworked it and then place it in this mode, but since we talk about a AAA developer here, you can bet on it that they have done it in a more professional way, reusing the resources and therefore avoiding loading times e.g..

    As you can tell already, there are hurdles that can not simply be taken, like integration / dependencies. Also, the complete architecture most likely does not allow for the structures to be easily taken out and place somewhere else.

    Especially in case of the architecture, most likely A LOT of it would need serious rework in order to allow for a standalone offline shooter. And, was we know, DICE does not have the manpower for Battlefront to allow for such a big development. Which leads me to the third point: resources.

    Something like the plan you have outlined is a HUGE project. Especially with an already developed game, that has so many dependencies between its different components. Therefore many people and developer would be needed to achieve this. And not only developers, but lead developers who know how the architecture is structured, what is linked to what in which way, and so on.

    Furthermore you mentioned some more points, like the second disc would not only contain Instant Action but other modes - these modes still would need development. They do not exist in 2017 Battlefront til now. So even if it was possible to extract the story, Instant Action adn Arcade out of its current context, that would be it. Without further development of additional game modes there would be no further game modes. And as already stated, there are not enough people working on this franchise that would allow for such a bold move.

    Somewhat relating to all of this is your idea of "bringin splitscreen to every mode". Let's think about that for a while. Moving all singleplayer components to another disc, would this have an influence on the splitscreen functionality in any way? No. It wouldn't. So why you might be thinking. I'll seperate the answer to this in several bulletpoints:
    Story
    - the story was not designed to be played in splitscreen. Neither the mechanics exist, nor the technical aspects are fulfilled. Meaning: Iden and her fellows are most of the time acting alone. Simply throwing in another character to fight along side would not make sense from a story perspective. Therefore the complete story would need adjustment, including story writing, cutscenes and more. Additionally, you would need to enable the splitscreen functionality in every single scene. Which is HUGE. You have to setup a second character controller, link it to a dummy profile, setup controls, setup the splitscreen in general with a second camera behavior and and and.... Then, we still have the technical hurdle which I will further highlight below regarding splitscreen in general

    Technical Hurdle
    - Introducing split screen results in a huge technical hurdle. Why? Well, if you look at the game as it is now, you will notice the wonderful graphics, the lighting, the textures, the high quality models and and and. All of this is already very hard to render on all these different machines, naming PLaystation, XBox and even "standard" gaming PCs. This is due to the 4k txtures, the very high poly count of the models, the realtime lighting, subsurface scattering, Particle Systems (explosions and stuff) and many more. This is basically all rendered in realtime and now imagine simpl doubling that. THat is not working. At least not with keeping a certain quality standard (e.g. system running smooth, PC not burning, not 2 hours of waiting time, framerate). WHy doubling it? Well, what happens when you throw in a second character via splitscreen is, that you now basically have two virtual cameras in these huge scenes that try to render everything in realtime. With one player on one system you only have one camera. But with a second player, that needs to be able to see independendly from the first one on the same system, you will have to have 2 and therefore most likely need to render everything twice. Achieving this to run smooth with nowadays graphics? Good luck child. Yes it is somewhat possible, but keep in mind that they need to keep the quality standards and have to allow support for this for PS4, XBox and 2017 gaming pcs. The Hardware stats are not allowed to change with software updates like this. Therefore, achieving this, is a huge technical hurdle.

    Seperating content does not achieve anything
    - besides the fact that I have already hinted at this with the previous bullet point, seperating the content onto different discs does not have an influence on aything. This would just be another way to sell the game but would not have any influence on the gameplay aspects of it / on the rendering tasks. CDs are just used for copy and maybe to store local playerdata, but even this I do not believe and strongly depends on the game's design.


    I could talk a lot more about this, but I think I made it pretty clear already

    "the 4k txtures, the very high poly count of the models, the realtime lighting, subsurface scattering, Particle Systems (explosions and stuff)"

    These are the things I think they should reduce in order to get split screen working. I know most of these could be adjusted in the 3d Studio Max render options. I know reducing those would leave us with graphics that are sub par by today's standards and I would gladly accept that to have split screen. They could introduce the reduced graphics as a new graphics setting (similar to how a lot of remasters have remastered and classic options) and force split screen to use it.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • Personally, I do not care about visual fidelity. If it looked like a PS2 game I would be happy as long as I could play it in split screen.

    Lol, 🤣 Nov 2nd I mentioned I had this crazy day dream were we finally get split screen for "Instant Action" and the characters are 8 bit blocks and look like the main character from Dig Dug and it had cheesy Nintendo Mario Brothers music playing in the background. Aaaaah it was funny stuff.

    I would be happy with dig dug quality graphics as long as you can distinguish the characters.

    Stop it man I'm lmao. 🤣😂🤣 On second thought don't stop it's good for the soul.

    I have yet another idea. What if DICE puts out an ultra special edition that has a second disc. The second disc could be the version that has split screen. I.E. - All single player content is on it's own disc. Capcom and Bungie did it back in the day. Why not DICE? They could make it it's own disc solid in stores on it's own as well. By separating Online from Offline more could go on each disc and the system would be less taxed. Thus releasing all Offline Content on it's own disc as it's own entity to permit more room on the disc to allow for doubling the modes in Split Screen. I think this idea is brilliant. Aaaaaaand anyone who wants to buy the splitscreen disc game digitally can buy the download. This would only be for the hard core Offliners of course. It could include Conquest, Galactic Conquest, DICE's Instant Action version, Arcade and the Campaign all with Split Screen capacity. What do you think? 🧐🤔👍🏼

    That is unfortunately not the way it works, sorry to disappoint you

    Explain please because I'm aware it's the game twice, that's why I made it's own game on another disc. It is completely independent of SWBF 2. One does not need the other, they are not integrated. It is it's own game, that doubles itself to split screen.

    Ok, I will try to explain this as understandable as possible :) In case I sound rude, please do not take it as an offense since I did not mean it that way, but explaining such stuff can result in long sentences for me which can be understood as "***** off mood" which is not the case.

    So - seperating online and offline on to two discs at this point and therefore decoupling those two from each other is not going to change anything, except it is getting more difficult actually. There are several reasons for that. First of, it is work to seperate these entities from each other, especially since they are bound to the same data. Like your player object that is registered at the EA servers and therefore the games would have to share this resource. Since this whole communication is most likely handled by the "base game", this would be required to be reworked to work standalone for the "offline" version of the game. Second, decoupling the framework. When we take a look at the coding structure of the game, we would see that it is particularly complex. Nearly every component is bound to each other and therefore somewhat integrated. You can not simply start to decouple components in an introduced software architecture. In the beginning this would have been possible, since you would have build your architecture to fit and react that way. But with the architecture in place and then added Instand Action and stuff, it is most likely much deeper integrated with the base architecture of the game and therefore can not simply be removed and transferred somewhere else. This most likely uses, as stated above already, playerdata, base-CS mechanics and scripts, spawn behavior, UI systems and and and. Yes, they could have copied it, reworked it and then place it in this mode, but since we talk about a AAA developer here, you can bet on it that they have done it in a more professional way, reusing the resources and therefore avoiding loading times e.g..

    As you can tell already, there are hurdles that can not simply be taken, like integration / dependencies. Also, the complete architecture most likely does not allow for the structures to be easily taken out and place somewhere else.

    Especially in case of the architecture, most likely A LOT of it would need serious rework in order to allow for a standalone offline shooter. And, was we know, DICE does not have the manpower for Battlefront to allow for such a big development. Which leads me to the third point: resources.

    Something like the plan you have outlined is a HUGE project. Especially with an already developed game, that has so many dependencies between its different components. Therefore many people and developer would be needed to achieve this. And not only developers, but lead developers who know how the architecture is structured, what is linked to what in which way, and so on.

    Furthermore you mentioned some more points, like the second disc would not only contain Instant Action but other modes - these modes still would need development. They do not exist in 2017 Battlefront til now. So even if it was possible to extract the story, Instant Action adn Arcade out of its current context, that would be it. Without further development of additional game modes there would be no further game modes. And as already stated, there are not enough people working on this franchise that would allow for such a bold move.

    Somewhat relating to all of this is your idea of "bringin splitscreen to every mode". Let's think about that for a while. Moving all singleplayer components to another disc, would this have an influence on the splitscreen functionality in any way? No. It wouldn't. So why you might be thinking. I'll seperate the answer to this in several bulletpoints:
    Story
    - the story was not designed to be played in splitscreen. Neither the mechanics exist, nor the technical aspects are fulfilled. Meaning: Iden and her fellows are most of the time acting alone. Simply throwing in another character to fight along side would not make sense from a story perspective. Therefore the complete story would need adjustment, including story writing, cutscenes and more. Additionally, you would need to enable the splitscreen functionality in every single scene. Which is HUGE. You have to setup a second character controller, link it to a dummy profile, setup controls, setup the splitscreen in general with a second camera behavior and and and.... Then, we still have the technical hurdle which I will further highlight below regarding splitscreen in general

    Technical Hurdle
    - Introducing split screen results in a huge technical hurdle. Why? Well, if you look at the game as it is now, you will notice the wonderful graphics, the lighting, the textures, the high quality models and and and. All of this is already very hard to render on all these different machines, naming PLaystation, XBox and even "standard" gaming PCs. This is due to the 4k txtures, the very high poly count of the models, the realtime lighting, subsurface scattering, Particle Systems (explosions and stuff) and many more. This is basically all rendered in realtime and now imagine simpl doubling that. THat is not working. At least not with keeping a certain quality standard (e.g. system running smooth, PC not burning, not 2 hours of waiting time, framerate). WHy doubling it? Well, what happens when you throw in a second character via splitscreen is, that you now basically have two virtual cameras in these huge scenes that try to render everything in realtime. With one player on one system you only have one camera. But with a second player, that needs to be able to see independendly from the first one on the same system, you will have to have 2 and therefore most likely need to render everything twice. Achieving this to run smooth with nowadays graphics? Good luck child. Yes it is somewhat possible, but keep in mind that they need to keep the quality standards and have to allow support for this for PS4, XBox and 2017 gaming pcs. The Hardware stats are not allowed to change with software updates like this. Therefore, achieving this, is a huge technical hurdle.

    Seperating content does not achieve anything
    - besides the fact that I have already hinted at this with the previous bullet point, seperating the content onto different discs does not have an influence on aything. This would just be another way to sell the game but would not have any influence on the gameplay aspects of it / on the rendering tasks. CDs are just used for copy and maybe to store local playerdata, but even this I do not believe and strongly depends on the game's design.


    I could talk a lot more about this, but I think I made it pretty clear already

    "the 4k txtures, the very high poly count of the models, the realtime lighting, subsurface scattering, Particle Systems (explosions and stuff)"

    These are the things I think they should reduce in order to get split screen working. I know most of these could be adjusted in the 3d Studio Max render options. I know reducing those would leave us with graphics that are sub par by today's standards and I would gladly accept that to have split screen. They could introduce the reduced graphics as a new graphics setting (similar to how a lot of remasters have remastered and classic options) and force split screen to use it.

    Although you will accept that / would accept that, DICE will not
  • Personally, I do not care about visual fidelity. If it looked like a PS2 game I would be happy as long as I could play it in split screen.

    Lol, 🤣 Nov 2nd I mentioned I had this crazy day dream were we finally get split screen for "Instant Action" and the characters are 8 bit blocks and look like the main character from Dig Dug and it had cheesy Nintendo Mario Brothers music playing in the background. Aaaaah it was funny stuff.

    I would be happy with dig dug quality graphics as long as you can distinguish the characters.

    Stop it man I'm lmao. 🤣😂🤣 On second thought don't stop it's good for the soul.

    I have yet another idea. What if DICE puts out an ultra special edition that has a second disc. The second disc could be the version that has split screen. I.E. - All single player content is on it's own disc. Capcom and Bungie did it back in the day. Why not DICE? They could make it it's own disc solid in stores on it's own as well. By separating Online from Offline more could go on each disc and the system would be less taxed. Thus releasing all Offline Content on it's own disc as it's own entity to permit more room on the disc to allow for doubling the modes in Split Screen. I think this idea is brilliant. Aaaaaaand anyone who wants to buy the splitscreen disc game digitally can buy the download. This would only be for the hard core Offliners of course. It could include Conquest, Galactic Conquest, DICE's Instant Action version, Arcade and the Campaign all with Split Screen capacity. What do you think? 🧐🤔👍🏼

    That is unfortunately not the way it works, sorry to disappoint you

    Explain please because I'm aware it's the game twice, that's why I made it's own game on another disc. It is completely independent of SWBF 2. One does not need the other, they are not integrated. It is it's own game, that doubles itself to split screen.

    Ok, I will try to explain this as understandable as possible :) In case I sound rude, please do not take it as an offense since I did not mean it that way, but explaining such stuff can result in long sentences for me which can be understood as "***** off mood" which is not the case.

    So - seperating online and offline on to two discs at this point and therefore decoupling those two from each other is not going to change anything, except it is getting more difficult actually. There are several reasons for that. First of, it is work to seperate these entities from each other, especially since they are bound to the same data. Like your player object that is registered at the EA servers and therefore the games would have to share this resource. Since this whole communication is most likely handled by the "base game", this would be required to be reworked to work standalone for the "offline" version of the game. Second, decoupling the framework. When we take a look at the coding structure of the game, we would see that it is particularly complex. Nearly every component is bound to each other and therefore somewhat integrated. You can not simply start to decouple components in an introduced software architecture. In the beginning this would have been possible, since you would have build your architecture to fit and react that way. But with the architecture in place and then added Instand Action and stuff, it is most likely much deeper integrated with the base architecture of the game and therefore can not simply be removed and transferred somewhere else. This most likely uses, as stated above already, playerdata, base-CS mechanics and scripts, spawn behavior, UI systems and and and. Yes, they could have copied it, reworked it and then place it in this mode, but since we talk about a AAA developer here, you can bet on it that they have done it in a more professional way, reusing the resources and therefore avoiding loading times e.g..

    As you can tell already, there are hurdles that can not simply be taken, like integration / dependencies. Also, the complete architecture most likely does not allow for the structures to be easily taken out and place somewhere else.

    Especially in case of the architecture, most likely A LOT of it would need serious rework in order to allow for a standalone offline shooter. And, was we know, DICE does not have the manpower for Battlefront to allow for such a big development. Which leads me to the third point: resources.

    Something like the plan you have outlined is a HUGE project. Especially with an already developed game, that has so many dependencies between its different components. Therefore many people and developer would be needed to achieve this. And not only developers, but lead developers who know how the architecture is structured, what is linked to what in which way, and so on.

    Furthermore you mentioned some more points, like the second disc would not only contain Instant Action but other modes - these modes still would need development. They do not exist in 2017 Battlefront til now. So even if it was possible to extract the story, Instant Action adn Arcade out of its current context, that would be it. Without further development of additional game modes there would be no further game modes. And as already stated, there are not enough people working on this franchise that would allow for such a bold move.

    Somewhat relating to all of this is your idea of "bringin splitscreen to every mode". Let's think about that for a while. Moving all singleplayer components to another disc, would this have an influence on the splitscreen functionality in any way? No. It wouldn't. So why you might be thinking. I'll seperate the answer to this in several bulletpoints:
    Story
    - the story was not designed to be played in splitscreen. Neither the mechanics exist, nor the technical aspects are fulfilled. Meaning: Iden and her fellows are most of the time acting alone. Simply throwing in another character to fight along side would not make sense from a story perspective. Therefore the complete story would need adjustment, including story writing, cutscenes and more. Additionally, you would need to enable the splitscreen functionality in every single scene. Which is HUGE. You have to setup a second character controller, link it to a dummy profile, setup controls, setup the splitscreen in general with a second camera behavior and and and.... Then, we still have the technical hurdle which I will further highlight below regarding splitscreen in general

    Technical Hurdle
    - Introducing split screen results in a huge technical hurdle. Why? Well, if you look at the game as it is now, you will notice the wonderful graphics, the lighting, the textures, the high quality models and and and. All of this is already very hard to render on all these different machines, naming PLaystation, XBox and even "standard" gaming PCs. This is due to the 4k txtures, the very high poly count of the models, the realtime lighting, subsurface scattering, Particle Systems (explosions and stuff) and many more. This is basically all rendered in realtime and now imagine simpl doubling that. THat is not working. At least not with keeping a certain quality standard (e.g. system running smooth, PC not burning, not 2 hours of waiting time, framerate). WHy doubling it? Well, what happens when you throw in a second character via splitscreen is, that you now basically have two virtual cameras in these huge scenes that try to render everything in realtime. With one player on one system you only have one camera. But with a second player, that needs to be able to see independendly from the first one on the same system, you will have to have 2 and therefore most likely need to render everything twice. Achieving this to run smooth with nowadays graphics? Good luck child. Yes it is somewhat possible, but keep in mind that they need to keep the quality standards and have to allow support for this for PS4, XBox and 2017 gaming pcs. The Hardware stats are not allowed to change with software updates like this. Therefore, achieving this, is a huge technical hurdle.

    Seperating content does not achieve anything
    - besides the fact that I have already hinted at this with the previous bullet point, seperating the content onto different discs does not have an influence on aything. This would just be another way to sell the game but would not have any influence on the gameplay aspects of it / on the rendering tasks. CDs are just used for copy and maybe to store local playerdata, but even this I do not believe and strongly depends on the game's design.


    I could talk a lot more about this, but I think I made it pretty clear already

    "the 4k txtures, the very high poly count of the models, the realtime lighting, subsurface scattering, Particle Systems (explosions and stuff)"

    These are the things I think they should reduce in order to get split screen working. I know most of these could be adjusted in the 3d Studio Max render options. I know reducing those would leave us with graphics that are sub par by today's standards and I would gladly accept that to have split screen. They could introduce the reduced graphics as a new graphics setting (similar to how a lot of remasters have remastered and classic options) and force split screen to use it.

    Although you will accept that / would accept that, DICE will not

    what are some other options to getting split screen working? Gameplay is far more important than graphics and couch co-op is the best way to play games.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
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