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When you buy "Battlefield: Bad Company 2" early next month, each new copy will include a "VIP" code which will allow you to access the game's downloadable content. I spoke with Patrick Bach, the senior producer on "Bad Company 2," to find out just what sort of DLC plans the developers had in mind. Here's what he had to say:

"We want people to insert the code they get when they buy the game to get access to [DLC content]. It's connected to your personal account, more or less, and what we want to do is give you something extra, added value, for that. In the future you will get more content, for free, if you have this VIP code."

Bach went on to confirm that the system is similar to that of the in-game "Cerberus System" used in "Mass Effect 2," which also offers free DLC.

Once you enter the code in "Bad Company 2," you'll be able to access an in-game store which lists all current and upcoming DLC in the near future. This includes free DLC that will be available on launch day, which will be a set of new multiplayer maps.

It appears that the VIP code will be attached to your EA.com account, which is something that caused a bit of headache surrounding the launch of "Mass Effect 2," since it's a separate system from Xbox Live and PSN. Hopefully some of issues that came about will be worked out before the launch of "Battlefield."

As for folks who purchase "Battlefield Bad Company 2" used, they'll have to pay for VIP access (again, just like "Mass Effect 2"). That price point isn't locked down yet, but $15 seems to be the standard that EA has set for these sort of codes.

So there you have it. Buy it used and you need to buy maps. Effectively killing the 2nd hand market on this game.

So there you have it. Buy it used and you need to buy maps. Effectively killing the 2nd hand market on this game.

I didn't realize there really was a second hand market for multipalyer games? Don't they usually require you to register your key online somewhere and once that is done no one else can use it? I guess for consoles it would be different though, so nevermind.:unsure:

I didn't realize there really was a second hand market for multipalyer games? Don't they usually require you to register your key online somewhere and that is done no one else can use it? I guess for consoles it would be different though, so nevermind.:unsure:

The 2nd-hand gaming market is pretty much nonexistent on the PC because of the nature of PC games (product keys and all).

Anyone know if it's possible to get into the PC Beta? I don't want to buy the game, without knowing it's going to run on my PC :/

My specs are:

Dell XPS M1530.

Intel Core 2 Duo 2.5GHz

4GB Ram

NVidia GeForce 8600M GT

Win 7 Home Premium

Nope. While it beats the minimum required 7600 youll play it at 1024*768 NO HBAO(its garbage anyway) turn down AA/AF to 1, which isnt a big deal and Low - Medium.

Itll run, just playable is questionable. Just find a beta key somehow, believe me youll find one

This update is about performance and stability again. We are not doing any changes to the game's datafiles.

- Reduced input "lag"

On machines where the CPU would out-run the GPU, sometimes the GPU would queue up several frames' worth of rendering commands. This could lead to the game having a high framerate, but input still feeling very sluggish. Now there's a limiter on how many frames the CPU is allowed to be "ahead" of the GPU. Control this setting via Settings.ini. Default setting: RenderAheadLimit=2

- Performance optimizations with biggest improvements on dual-core machines

- Fixed black "masks" - The soot on buildings with holes in them had a bugged renderpath. We switched that over to a more well-tested renderpath.

- Improved hit-detection - We've gone through the hit detection logic, and client+server will now give more consistent results.

- Fix for some "rubberbanding" issues - C4 should stay attached to vehicles and not rubberband around

- Reduced spikes/dips in framerate

- Various fixes for alt+tab related CTD on Dx9

- More fixes for random CTD on Dx9

- Fix for crash when you're in a vehicle that gets destroyed -

There was a race condition in the code;

System 1 thought "oh hey, you're leaving vehicle X"

System 2 thought "the vehicle got destroyed, let's remove it"

If system 2 ran before system 1, chaos would ensue. This was actually fixed in the retail version since a month, but it was only when we got detailed crash reports from the community that we understood *why* the Beta was crashing.

Likely bugs in this build

I wouldn't be surprised if it (still) has trouble remembering your settings between rounds. It would be nice to have that fixed too, but it's better to get a patch out now, and look at the settings issues afterward.

-Mikael Kalms

PC only duh :D

hmm so really nothing that is extremely noticeable in the update, but hey its an update, hopefully we can see some performance boosts.

You know that REALLY scares me how they are doing the VIP and such.. and tied to your EA.com account is horrible, because you know they are going to have paid content, and you will have to enter a credit card information into it so you can get that content, which ea will store.... ewww.. chills....

btw WOW, so you buy the game used for $25-30 bucks at the cheapest, then you have to pay another $15 bucks to have access to online content... OUCH!!! I bet Gamestop is ****ed now!!

hmm so really nothing that is extremely noticeable in the update, but hey its an update, hopefully we can see some performance boosts.

You know that REALLY scares me how they are doing the VIP and such.. and tied to your EA.com account is horrible, because you know they are going to have paid content, and you will have to enter a credit card information into it so you can get that content, which ea will store.... ewww.. chills....

btw WOW, so you buy the game used for $25-30 bucks at the cheapest, then you have to pay another $15 bucks to have access to online content... OUCH!!! I bet Gamestop is ****ed now!!

Cmon, dont be paranoid. Its not like ea is going secretly steal monies from your cc without you buying anything. And isnt there possibility of using paypal or smth?

And, even thou im yet to buy any game second hand, as far as Cerberus-like systems go where retail purchases get all new content free, while rest have to pay small amount of money to gain access seems perfectly reasonable.

I think it just means you won't have any cross hairs to aim with. So you'll have to use sights to get an accurate shot.

Yeah, there are hardcore servers up at the moment and this is how it works. I think that was a typo or mis-interpretation

I haven't been keeping up with the pre-order bonuses with this game. Where should I preorder the game from? Amazon or Gamestop?

Gamestop has the Limited Edition for the same price as regular which comes with 6 unlocks and a special game mode for 30 days before anyone else gets it.

Don't know what Amazon has.. I know it looks like Barnes and Noble are canceling all those pre-orders for $20 !! And that sucks for those guys

Gamestop has the Limited Edition for the same price as regular which comes with 6 unlocks and a special game mode for 30 days before anyone else gets it.

Don't know what Amazon has.. I know it looks like Barnes and Noble are canceling all those pre-orders for $20 !! And that sucks for those guys

Thanks. I just checked amazon and the LE comes with the same unlocks but it also comes with a $20 future video game credit, and I already have a $10 credit so that means I'll be preordering it for $49.99

Hrm...I wonder if playing Squad Deathmatch for a month before anyone else justifies supporting Gamestop?

I mean the 360 version. I know...my loss

From my understanding if someone has the Gamestop one we can play with them. And I know a few people who are going the Gamestop route. I did Amazon awhile back since when I ordered it was $55 for LE and I also get game day delivery.

From my understanding if someone has the Gamestop one we can play with them. And I know a few people who are going the Gamestop route. I did Amazon awhile back since when I ordered it was $55 for LE and I also get game day delivery.

I think I'm going towards the Amazon route because 1. I don't have to go anywhere to get the game and 2. $20 game credit

This topic is now closed to further replies.
  • Posts

    • Nope. That lack of surround sound capability (analog) won't fly with me. Sure, I use headphones most of the time, but still.
    • Creative Sound Blaster AE-X PCIe review: your headphones will love it by Steven Parker If you have been reading Neowin for any length of time, you may remember that I reviewed the Sound Blaster Audigy FX Pro back in April. I found it to be an excellent budget sound card, even though it lacked support for formats such as DTS over the included SPDIF port. Anyway, Creative reached out to me again asking if I was interested in reviewing the Sound Blaster AE-X. It is a card mainly targeted at headphone wearers, which I'll get into a bit later. Before we get underway, here is a disclaimer: Creative Labs provided a free sample without any review pre-approval. Here are the full specs of it: Creative Sound Blaster AE-X Dimensions: 179 x 126 x 18 mm Weight: 263g / 9.28 oz Platform: PCI-e DAC: ESS ES9039Q2M Connectivity Options Side: Rear: 1 x HD Audio Front Panel Connector, 1 x ⅛“ Headphone port, 1 x RCA Line-out (Left) port, 1 x RCA Line-out (Right) port, 1 x Coaxial SPDIF-out port, 1 x ⅛“ Mic in/Line-in port, 1 x TOSLINK SPDIF-in port Surround: No DNR / SNR: THD+N: 0.0001% Dynamic Range 130 dB Recording Resolution: PCM up to 32-bit / 192kHz (Stereo) Direct Mode: Line Out (Stereo): PCM up to 32-bit  384 kHz Coaxial SPDIF Out: PCM up to 24-bit 192.0 kHz Headphone Amp: PCM up to 32-bit / 384kHz (Stereo) Native DSD: DSD64, DSD128, DSD256 Output Impedance: 1Ω, Supported Headphone Impedance: 8–600Ω, IEM: 0.5Vrms, Low: 1.5Vrms, Mid: 3Vrms, High: 6Vrms, Maximum output power: 350mW @ 32Ω (High), Maximum output voltage: 6Vrms (High) Front Panel Headphone Amp: PCM up to 32-bit / 192kHz (Stereo) Native DSD: DSD64, DSD128 Output Impedance: 10Ω, Supported Headphone Impedance: 32–300Ω, Maximum output power: 40mW @ 32Ω, Maximum output voltage: 1.9Vrms ASIO: ASIO 2.3 Total Harmonic Distortion: THD+N: 0.0006% Dynamic Range: 114 dB Scout Mode: Yes EMI shielding: No (but it passed all the FCC emission tests) Operating temperature: 0–45°C Input Power: 12V⎓0.5A Warranty: 1 Year (MSRP) Price: $179.99 / £169.99 The Sound Blaster AE-X was announced at the end of May, and it becomes clear that it is mainly for headphone wearers. I should also note that the card does not support DDL/DTS encoding technology, but it is said to support decoding through the coaxial SPDIF port. I was able to test this working with the classic Windows Sound properties, but I could not get a DTS (decode) signal through my Logitech Z906, it defaulted to 3D sound whenever I played DTS content through Plex or Emby. In addition, this card only supports two channels (stereo) over the speakers. The surround support is limited to the Headphone Amp, so before I get underway, what we have here is a card mostly intended for headphone use, especially with its SPDIF In (Toslink) port where you could connect another device like a console. So what about the highlights of this card? The AE-X is powered by the ESS SABRE DAC (ES9039Q2M), which is capable of a 130 dB dynamic range. In addition, it supports 32-bit/384 kHz playback for deeper detail and clarity. The headphone amplifier delivers up to 350 mW @ 32Ω, which admittedly far surpasses standard onboard audio, offering support for studio-grade headphones. DSD256 and ASIO 2.3 are also supported. What doesn't it have? No support for What-U-Hear, Super X-Fi, or the SmartComms Kit No EMI shielding, but it passed all the FCC emission tests (from the FAQ) I also want to make it clear that I am no audiophile. For me, it's purely subjective and it should just "work" out of the box. First impressions As I said in the introduction, I was a bit sad to see that the AE-X only supports stereo output, meaning it would not be on par with my ALC1220 over my speakers, as I mentioned it seems like this card is marketed toward headphone users. Since I am not an avid gamer that would rule me out as a potential customer, but I can still test its capabilities! The card arrived in a nice-looking box, as shown above. It's quite a bit larger than the Audify FX Pro that I reviewed back in April, and at first I thought the covering meant that it was EMI shielded, but it isn't as mentioned above in the highlights section. What's in the box: 1 x Sound Blaster AE-X PCIe card 1 x 3.5 mm CTIA TRRS to Dual TRS Headset Splitter Cable 1 x Quick Start Guide Aside from the Quick Start Guide, which someone at my age (I guess) needs a magnifying glass to read thanks to the tiny fonts, Creative Labs also has the manual online, which first requires you to prove that you're human in order to access it (so I can't direct link it). Anyway, the box is mostly made up of cardboard, and the only plastic in it is the anti-static bag for the card itself. Design Top Bottom The card itself looks pretty cool and actually wouldn't look out of place in an all-white build. There's only one connector, and for some reason it is awkwardly placed on the side (front-facing) that is for the front panel audio connector, which will let you use the headphones through the front PC audio jack. Since the front panel Headphone Amp has fewer capabilities than the rear headphone port, I decided not to use it. Rear of card PCI-e interface The rear of the card is completely open and is normally where you would find the front panel connector. The PCIe interface side is completely covered, which initially made me think it was EMI shielded. I/O panel Side (front-facing) with Front panel connector On the outer rear bracket side we have the TOSLINK SPDIF in, Coaxial SPDIF out, RCA line out (Right), RCA line out (Left), Headphone out, and Mic/Line in ports. On the front facing portion of the card itself is the F-panel connector. Usage Test System Our test system consists of the following: AMD Ryzen 9 9950X3D Gigabyte X870E AORUS MASTER (BIOS F12) Corsair RM1000x (2024) Thermal Grizzly Kyronaut (33x33x0,2mm) 2x 32GB Kingston Fury Beast RGB DDR5 6000MT/s CL36-38-38-80 T-Force Z540 2TB (PCIe Gen5) NVIDIA GeForce RTX 5090 Founders Edition (NVIDIA) Creative Sound Blaster AE-X Windows 11 25H2 Pro I installed the card into the Gigabyte X870E AORUS MASTER which includes the RealTek ALC1220 onboard audio. For our subjective listening tests, I used the Coaxial SPDIF port to my Logitech Z906 speakers. For headphone tests I used the OneOdio Studio Max 2 Wireless DJ Headphones that I reviewed last month. After installing the audio driver, I installed Creative Nexus, which is a relatively new app designed for the latest Sound Blaster cards. Then I discovered the AE-X needed both a driver update from 1.00.15.0001 to 1.01.09.000 and a firmware update from 1.00.06.0000 to 1.00.06.0002, then I was set to go. It should be noted that the card did not work without the driver (not Plug and Play). As you can see above, you can manage the firmware, driver, and inputs via Advanced Settings on the Device tab. By default Nexus enabled "Direct Mode". Upon clicking on Acoustic Engine, the Equalizer can be enabled and set to four different presets, which are: Gaming Music Movies Footsteps Enhancer There's also a dedicated Scout Mode for gamers. I mainly used Tidal and Spotify in the past week to listen to some of my Liked Songs (which now total over 700) in Shuffle mode; there were no pops or interference that I could hear. I also found a 5.1 Surround Music playlist on Tidal that sounded really great over Studio Max 2 headphones. When I reviewed the Audigy FX Pro, I went out and purchased a Logitech Z906 set second-hand for €100 specifically to use with the card, but in this instance all I could get on the AE-X was the 3D output of surround sound through Coaxial SPDIF and although it still sounded great, it isn't quite as good as DTS Interactive via my onboard Realtek ALC1220. Conclusion So what have I learned? The AE-X lacks multi-channel support for 5.1/7.1 setups and drops support for modern surround technologies like Dolby or DTS, functioning strictly as a stereo output device. So to really benefit, you will need Studio-grade headphones to "hear" the benefits of this card. With that being said, I can imagine it will appeal to gamers who are switching between console and PC. By utilizing the SPDIF in port, you could just plug your headphones into the AE-X (front or rear port) and then switch between PC and Console without having to move the headphones to a different port. As I said in the Sound Blaster Audigy review, the EQ in the Creative Nexus app offers safe presets, which allows a user to further tweak the lows, mids, and highs for a personal listening experience. Of course it all depends on the headphones you hook up to it. Speaking of headphones, I kind of wish I had higher-quality Studio-grade headphones to really test this card with; I'm not usually wearing headphones in my day to day duties. The only time I will wear them is if I want to listen to music very late at night and I don't want to disturb my neighbors, so my rating (verdict) is based on this fact. Someone with a PC/Console setup and wears headphone religiously to game, and consume media will benefit much more than I from the high-quality Headphone Amps that are included in the AE-X. Once again, I do feel like Creative could have gone the extra mile to support the S/PDIF port a bit more. Why include it if you're not supporting the main popular digital formats? It seems like the decision was more of a legacy-based one, offering uncompressed 2-channel PCM audio, for users with high-fidelity audio systems and external DACs. Maybe I will be lucky enough to review a card that truly includes all these features in the future. I am sure readers with far more knowledge on audio systems than me will correct me in the comments below. I'll just say I am happy to learn what I don't know! Where to buy The Sound Blaster AE-X is available to purchase now in preorder for $179.99 on the U.S. Creative website, or for £169.99 on the Creative UK website and will start shipping to customers from June 25.
    • $80 or 90%, anything else would be financial suicide one way or another.
    • Or... just use Bitwarden. Free, and has on-prem option as well. Works both on desktop and mobile, wherever you are. The age of local password files is over.
    • Thanks
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