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FrostbiteEngine: Cute Plants vs Zombies: Garden Warfare trailer for their new free DLC. These trailers are done fully in FrostEd! https://t.co/SZZonmDka4

FrostbiteEngine: Cute Plants vs Zombies: Garden Warfare trailer for their new free DLC. These trailers are done fully in FrostEd! https://t.co/SZZonmDka4

Have a nice weekend!
Have a nice weekend!

A Real-time Radiosity Architecture – SIGGRAPH 2010
Star Wars: Battlefront

Star Wars: Battlefront

Star Wars: Battlefront will be legendary.

Battlefront is in development now at DICE in Stockholm using familiar Frostbite technology.

StarWarsBattleFront

http://www.ea.com/star-wars-battlefront

It’s in good hands.

Rendering Battlefield 4 with Mantle

Rendering Battlefield 4 with Mantle

In this technical presentation from Game Developers Conference 2014, Johan Andersson shows how the Frostbite 3 game engine is using the low-level graphics API Mantle to deliver significantly improved performance in Battlefield 4 on PC and future games from Electronic Arts. He will go through the work of bringing over an advanced existing engine to an entirely new graphics API, the benefits and concrete details of doing low-level rendering on PC and how it fits into the architecture and rendering systems of Frostbite. Advanced optimization techniques and topics such as parallel dispatch, GPU memory management, multi-GPU rendering, async compute & async DMA will be covered as well as sharing experiences of working with Mantle in general.

FrostbiteEngine: The C++ ISO committee missed a great opportunity to announce Modules being in the C++14 specification. C++ programmers would have wept.

FrostbiteEngine: The C++ ISO committee missed a great opportunity to announce Modules being in the C++14 specification. C++ programmers would have wept.

EA's executive vice president Patrick Söderlund discusses three titles developed…
EA's executive vice president Patrick Söderlund discusses three titles developed with Frostbite Engine over at The Guardian.


Battlefield, Mirrors Edge, Star Wars: Patrick Söderlund on EA Dice
www.theguardian.com
Keith Stuart: The EA Dice CEO and executive vice president of EA Studios on Battlefield 4, Mirror's Edge 2 and Star Wars: Battlefront
Frostbite 2 – Features
Need for Speed: Rivals – gameplay trailer

Need for Speed: Rivals – gameplay trailer

NeedForSpeedRivals

Need for Speed: Rivals is the fastest Frostbite title in development at EA!  Ghost Games brings a fresh perspective to this fan favorite and we’re sure it has something to do with their incredible mixture of talent.  The studio’s creative and technical leadership includes experienced DICE, Criterion, and feature film artists and programmers.  Watch the gameplay trailer below to see how this team has evolved Need for Speed!

More about how rivalry gameplay mechanisms impact the experience can be found at http://www.needforspeed.com/rivals.

Mantle for Developers

Mantle for Developers

Keynote presentation about Mantle, a low-level graphics API, by Johan Andersson at AMD’s Developer Summit 2013 (APU13).

 

FrostbiteEngine: Prepped for #GoT next week by beheading the programmer who ran this account for being mean and unfunny. He was a great programmer though.

FrostbiteEngine: Prepped for #GoT next week by beheading the programmer who ran this account for being mean and unfunny. He was a great programmer though.

A great overview, history, and future of how Frostbite Engine is used across EA!
A great overview, history, and future of how Frostbite Engine is used across EA!


From Battlefield to Mass Effect: How one engine is shaping the future of EA Games
www.engadget.com
After crossing under the elevated railroad viaduct that bisects a lush Azerbaijani forest from an industrial landscape, a squad of American soldiers
Frostbite 1 – Promo with BFBC
Dragon Age: Inquisition

Dragon Age: Inquisition

BIOWARE is using Frostbite to bring Dragon Age: Inquisition to life!  The team has fully embraced every ounce of Frostbite’s capabilities to create the stunning visuals and immersive gameplay required by this epic role playing game.  From embers and portals to dragons and dwarves, the fantastic creatures and otherworldly landscapes of Dragon Age showcase the flexibility of Frostbite.

BIOWARE’s talented and passionate team created a spectacular E3 teaser trailer, all rendered in real time.

BIOWARE has also significantly contributed to new feature development for Frostbite, extending the engine’s power and interactivity to address the demands of the deep and engaging storytelling and gameplay required by Dragon Age: Inquisition.  This is great news for gamers, because these powerful new features added by BIOWARE benefit all of the many EA games using Frostbite around the world.

Learn more about Dragon Age: Inquisition at http://www.dragonage.com/

 

Battlefield 4 + Frostbite + Mantle

Battlefield 4 + Frostbite + Mantle

Technical talk from the AMD GPU14 Tech Day by Johan Andersson in the Frostbite team at DICE/EA about Battlefield 4 on PC which is the first title that will use ‘Mantle’ – a very high-performance low-level graphics API being in close collaboration by AMD and DICE/EA to get the absolute best performance and experience in Frostbite games on PC.

FrostbiteEngine: Good news, we have finally fixed and optimized our 'netcode'. Uses quantum entanglement for Zero Latency connections. Exclusively on #WiiU.

FrostbiteEngine: Good news, we have finally fixed and optimized our 'netcode'. Uses quantum entanglement for Zero Latency connections. Exclusively on #WiiU.

Happy Halloween!
Happy Halloween!

Frostbite 2 – Usage in Army of Two
Plants VS Zombies: Garden Warfare

Plants VS Zombies: Garden Warfare

This game has been a runaway hit at E3 this year and we couldn’t be happier for our partners at PopCap!  Leveraging Frostbite for Garden Warfare opened up new opportunities for visuals and gameplay in the beloved PvZ universe.  PopCap’s creativity coupled with Frostbite’s core engine capabilities is truly a perfect match.

Check out the live PvZ demo from EA’s E3 2013 press conference here:

Plants VS Zombies: Garden Warfare is a great example of our engine pushing gaming into new frontiers.  Frostbite empowers EA’s game designers all over the world to create more interesting games and exciting new experiences for gamers.  Watch the first PvZ:GW dev-diary for more behind-the-scenes action!

Scaling the pipeline

Scaling the pipeline

High-level overview of some of the things we in have done and learned while implementing our asset pipelines for Frostbite. The talk focuses mainly on the architecture, design and implementation techniques used for some of the more core components involved in the build process.

FrostbiteEngine: .@EmryX No, we only have time for coding on Frostbite, not making jokes.

FrostbiteEngine: .@EmryX No, we only have time for coding on Frostbite, not making jokes.

Johan Andersson in our team did a technical talk at AMD's GPU14 Tech Day about B…
Johan Andersson in our team did a technical talk at AMD's GPU14 Tech Day about Battlefield 4 which is the first title that will use ‘Mantle’ – a very high-performance low-level graphics API being built in close collaboration by AMD and us here at DICE/EA. With Mantle we'll be able to get the absolute best performance and experience in our Frostbite games on PC!


Battlefield 4 + Frostbite + Mantle
www.slideshare.net
Technical talk from the AMD GPU14 Tech Day by Johan Andersson in the Frostbite team at DICE/EA about Battlefield 4 on PC which is the first title that will use
Mirrors Edge

Mirrors Edge

Mirrors Edge was revealed to the world during EA’s press conference.

ME_Wallpaper_16x9_1920x1080_02

It is, of course, powered by Frostbite!

 

Adaptive Hardware-accelerated Terrain Tessellation

Adaptive Hardware-accelerated Terrain Tessellation

In this master thesis report, a scheme for adaptive hardware tessellation is presented. The scheme uses an offline processing approach where a height map is analyzed in terms of curvature and the result is stored in a resource called density map. This density map is then bound as a resource to the hardware tessellation stage and used to bias the tessellation factor for a given edge. The scheme is implemented inside Frostbite 2 engine by DICE and produces good results while making the heightfield rendering more efficient.

The performance gain can be used to increase the rendering detail, allowing for better visual appearance for the terrain mesh. The scheme is currently implemented for hardware tessellation but could also be used for software terrain mesh generation. The implemention works satisfactory and produces good results with a reasonable speed.

FrostbiteEngine: Biotic abilities vs The Force, which would win? You will find out in @bioware's next game on Frostbite, when @masseffect meets @starwars.

FrostbiteEngine: Biotic abilities vs The Force, which would win? You will find out in @bioware's next game on Frostbite, when @masseffect meets @starwars.

Quite the showing today! Don't miss our EA – Electronic Arts showcase of the la…
Quite the showing today! Don't miss our EA - Electronic Arts showcase of the latest and greatest software from across the company!


EA at Gamescom 2013 | Press Conference
live-event.ea.com
On Tuesday, Aug 20, the EA gamescom press conference will be broadcast here. Live from the Palladium Cologne, starting at 7am PT/10am ET.
Battlefield 4 gameplay revealed at E3 2013

Battlefield 4 gameplay revealed at E3 2013

The Battlefield team has always pushed the boundaries of what our technology can do.  Often, they push far beyond our own expectations and define the next level standards for interactive quality and immersion. Frostbite gives Battlefield the tools required to create these legendary industry leading experiences.  See the raw power of Frostbite in action in the single player and multiplayer Battlefield 4 trailers revealed yesterday at E3!

Battlefield 4 Single Player

 

Battlefield 4 Multiplayer

5 major challenges in real-time rendering

5 major challenges in real-time rendering

Conference: SIGGRAPH 2012

FrostbiteEngine: Frostbite will power #HalfLife3, coming out summer 2014! #WiiU exclusive.

FrostbiteEngine: Frostbite will power #HalfLife3, coming out summer 2014! #WiiU exclusive.

Have you heard what the Inquisition is all about?
Have you heard what the Inquisition is all about?


A Look Inside Dragon Age: Inquisition's Development
www.gameinformer.com
Watch this video preview to get a better look at the story, gameplay, and development of Dragon Age: Inquisition.
The Download

The Download

EA’s E3 2013 Press Conference Video

We couldn’t be more proud of our partners at EA game teams around the world.  Watch Frostbite shine through amazing gameplay and visuals across six exciting titles!  Star Wars: Battlefront, Mirrors Edge, Need For Speed: Rivals, Battlefield: 4, Plants VS Zombies: Garden Warfare, and Dragon Age: Inquisition – this incredible diversity of style and genre speaks to the power of Frostbite.

Stable SSAO in Battlefield 3 with Selective Temporal Filtering

Stable SSAO in Battlefield 3 with Selective Temporal Filtering

GDC 2012

With the highest-quality video options, Battlefield 3 renders its Screen-Space Ambient Occlusion SSAO using the Horizon-Based Ambient Occlusion HBAO algorithm. For performance reasons, the HBAO is rendered in half resolution using half-resolution input depths. The HBAO is then blurred in full resolution using a depth-aware blur. The main issue with such low-resolution SSAO rendering is that it produces objectionable flickering for thin objects such as alpha-tested foliage when the camera and/or the geometry are moving. After a brief recap of the original HBAO pipeline, this talk describes a novel temporal filtering algorithm that fixed the HBAO flickering problem in Battlefield 3 with a 1-2 performance hit in 1920×1200 on PC DX10 or DX11. The talk includes algorithm and implementation details on the temporal filtering part, as well as generic optimizations for SSAO blur pixel shaders. This is a joint work between Louis Bavoil NVIDIA and Johan Andersson DICE.