Rocks › Debris › Small bushes Procedurally instanced › Based on the terrain materials › Highly scalable Texture tiles › Regenerated when moving › 256x256 resolution › Compressed to DXT5 in real-time on the GPU
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Gbuffer, then lit Enables massive lighting environments › 100s of large dynamic light sources on screen › Destructible & animated lights › Lighting cost relative to how many pixels are lit not objects › Highly flexible lighting Requires lots of GPU memory & bandwidth › 1080p with 4x MSAA = 158 mb gbuffer Multiplayer level: position › 200 – 250 MB of streamed object meshes › No blurry textures behind you › 1.3 – 1.5 GB of streamed object textures DX11 concurrent creates = no stalls! TEXTURE QUALITY setting sets › Worked closely with Microsoft and the size of the texture pool: IHVs › Low: 150 mb › Loading / creation is handled by separate › Medium: 200 mb thread › High: 300 mb › Ultra: 500 mbĤ000 -> 900 draw calls! Instance objects of the same type › DX10/DX11 required › Major CPU performance optimization › Can instance all types of meshes!Įmissive particles Lensflare s Specular highlightsĭynamic exposure to adapt to both dark and bright areas › True HDR bloom = natural part of the HDR rendering pipeline & textures › More variation › Increased quality › Shorter loading times › Reduced memory requirements › Freedom for level designers & artists
› Requires efficient & scalable handling › Parallel rendering & simulation › Occlusion culling › LOD & distance culling › Mesh & texture streaming › Instancing Gameplay: Characters, Weapons, Vehicles › Environment: Trees, Bushes, Rocks › Man-made: Buildings, Fences, Containers › Effects: Debris, Destruction
DX10/DX11 only!Īnd future DICE + EA games › Major advancements in animation, rendering, lighting, destruction, landscapes and streaming › Big focus on creating simple to use & powerful workflows
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– COOP › Landscape, Urban and In-door environments › PC is lead platform. Johan Andersson, Rendering Architect, DICE.