Star Wars: Battlefront will be legendary.
Battlefront is in development now at DICE in Stockholm using familiar Frostbite technology.
It’s in good hands.
Keynote presentation about Mantle, a low-level graphics API, by Johan Andersson at AMD’s Developer Summit 2013 (APU13).
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.
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.
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/
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.
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!
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.
Mirrors Edge was revealed to the world during EA’s press conference.
It is, of course, powered by Frostbite!
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
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.
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.
In the session from Game Developers Conference 2011, well take a complete look at the terrain system in Frostbite 2 as it was applied in Battlefield 3. The session is partitioned into three parts. We begin with the scalability aspects and discuss how consistent use of hierarchies allowed us to combine high resolutions with high view distances. We then turn towards workflow aspects and describe how we achieved full in-game realtime editing. A fair amount of time is spent describing how issues were addressed. Finally, we look at the runtime side. We describe usage of CPU, GPU and memory resources and how it was kept to a minimum. We discuss how the GPU is offloaded by caching intermediate results in a procedural virtual texture and how prioritization was done to allow for work throttling without sacrificing quality. We also go into depth about the flexible streaming system that work with both FPS and driving games.