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Shiny PC Graphics in Battlefield 3
 

Shiny PC Graphics in Battlefield 3

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High-level talk about the PC graphics features in Battlefield 3 for PC.

High-level talk about the PC graphics features in Battlefield 3 for PC.

Full video of talk: http://www.youtube.com/watch?v=KMaL6j7Ry6c

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17 of 7 previous next Post a comment

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  • I love how they linked to the penny arcade discussion on graphics vs aesthetics while they make aesthetical choices that get in the way of your gameplay... Things like the sun emitting LENS FLARES THAT BLIND YOU. And while they also choose to set the game in a blue-ish color pallet, which Extra Credits uses as an example of a bad idea... DERP.
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  • I love you DICE and huge thanks to SlideShare.
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  • 죽인다.
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  • Our pleasure! :) Slideshare is great, use it for all of our presentations: http://publications.dice.se
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  • Finally a presentation to help explain to my son why I work at SlideShare, thanks!
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  • Windows Vista & Windows 7 only
  • Such as Need for Speed: The Run
  • Look at this picture for a second. It does look pretty good right? But what is it that makes it look good? Is it the lighting, is it the textures? There are many individual graphics components here that look great but is the sum of all of those parts together with a very specific art direction of the scene that makes this look great instead of of ”just good”, it is the asthethics of the entire picture that looks great
  • - Poor graphics but great Aesthetics is fine- Poor aesthetics but great graphics techniques suck- Graphics help to deliver & empower our aesthetics- Graphics is a key enabler of gameplay
  • Only possible in DX10/DX11
  • BC2 didn’t have any indirect lighting / bouncing
  • BC2 didn’t have any indirect lighting / bouncing
  • Particle shadows are not enabled on all emitters

Shiny PC Graphics in Battlefield 3 Shiny PC Graphics in Battlefield 3 Presentation Transcript

  • Johan Andersson, Rendering Architect, DICE
  • › 64-player multiplayer – Singleplayer – COOP› Landscape, Urban and In-door environments› PC is lead platform. DX10/DX11 only!
  • › Developed for Battlefield 3 and future DICE + EA games› Major advancements in animation, rendering, lighting, destruction, landscapes and streaming› Big focus on creating simple to use & powerful workflows
  • http://www.penny-arcade.com/patv/episode/graphics-vs.-aestheticsGraphics exists to serve Aesthetics (and Gameplay)!
  • EffectsObjects Lighting Effects Terrain Post-processing
  • OBJECTSExample of objects: › Gameplay: Characters, Weapons, Vehicles › Environment: Trees, Bushes, Rocks › Man-made: Buildings, Fences, Containers › Effects: Debris, Destruction
  • Levels can have 10000+ objects › Requires efficient & scalable handling › Parallel rendering & simulation › Occlusion culling › LOD & distance culling › Mesh & texture streaming › Instancing
  • We stream almost all meshes & textures › More variation › Increased quality › Shorter loading times › Reduced memory requirements › Freedom for level designers & artists
  • Streaming based on camera Per multiplayer level:position › 200 – 250 MB of streamed object meshes › No blurry textures behind you › 1.3 – 1.5 GB of streamed object texturesDX11 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 mb
  • Damavand Peak in ULTRA › 4000 -> 900 draw calls! Instance objects of the same type › DX10/DX11 required › Major CPU performance optimization › Can instance all types of meshes!
  • LIGHTING Point lightsSpot lights Emissive particles Lensflare s Specular highlights
  • HDR rendering & lighting › Dynamic exposure to adapt to both dark and bright areas › True HDR bloom = natural part of the HDR rendering pipeline
  • No Bloom
  • Bloom
  • Scene is rendered to a gbuffer, then litEnables 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 lightingRequires lots of GPU memory & bandwidth › 1080p with 4x MSAA = 158 mb gbuffer
  • Normals SmoothnessDiffuse Specular
  • Tile-based lighting using DX11 CS › Reduces amount of pixels lit › Fixed low memory bandwidth › Great performance with huge amount of light sources › Esp. when using MSAA
  • Final picture
  • Diffuse light
  • Diffuse light
  • Specular light
  • Final picture
  • Indirect/bounced light No indirect/bounced light Indirect light No indirect light
  • Indirect light No indirect light
  • Spotlight shadows
  • EFFECTS Essential that particles fit in &1000s of small and big particles interact with the environment › Sprite particles › It is all about the lighting (again!) › Mesh particles
  • Particle shadows! › On ground & opaque objects › Disabled when ShadowQuality = Low Alpha-tested debris › Gives sharp details Soft particles › Soft fade instead of hard z-test
  • Particle shadows = on
  • Particle shadows = off
  • Volumetric particle lighting › Each particle is lit by all lights › Fit into all light environments › Automatic!
  • Particle lights › Light up both themselves and surrounding surfaces
  • Particle lighting
  • Shadows on particles = onShadows on particles = off
  • TERRAINVast view distances › High-res streamed heightfields › Per-pixel normalmaps › DX11 tessellation & displacement mapping
  • Normal mapped terrain
  • Displacement mapped terrain Requires DX11 GPU › Terrain Quality set to HIGH or ULTRA
  • Procedural virtual texturing › Increased quality & variation › Improved performance › Longer view distances
  • Terrain virtual texture atlases Virtual texture tiles › Regenerated when moving › 256x256 resolution › Compressed to DXT5 in real-time on the GPU
  • Terrain Decoration › Grass › Rocks › Debris › Small bushesProcedurally instanced › Based on the terrain materials › Highly scalable
  • Terrain Decoration = Off
  • Terrain Decoration = Low
  • Terrain Decoration = Medium
  • Terrain Decoration = High
  • Terrain Decoration = Ultra
  • Terrain Decoration = Low
  • POST-PROCESSING Post effects: › Bloom › Filmic Tonemapping › Motion blur › Depth of field › Vignetting › Screen glare › Blur › SSAO/HBAO › Color grading › Film grain › Antialiasing
  • Ambient Occlusion › Key visual cue to ground objects SSAO - Super cheap effect › No extra memory cost › Used on the consoles and MEDIUM
  • Ambient Occlusion › Key visual cue to ground objects HBAO - Much improved since BC2 › Nvidia & DICE collaboration › Wider filter & more detail › Special temporal noise filtering
  • No AO
  • SSAO
  • HBAO
  • Motion blur
  • Color grading
  • Blur + Vignette + Desaturation + Blood
  • SCENE BREAKDOWN
  • Step 1 - Terrain
  • Step 2 – Composite Meshes
  • Step 3 – Rigid Meshes
  • Step 4 – Foliage
  • Step 5 - Decals
  • Step 6 – GBufferNormals
  • Step 7 – GBuffer Specular
  • Step 8 – GBuffer Smoothness
  • Step 9 – GBuffer Sky Visibility
  • Step 10 – Sky & Indirect light
  • Step 11 – Sun Light
  • Step 12 – Local Lights
  • Step 13 – Combined lighting & albedos
  • Step 14 - Sky
  • Step 15 – Atmospheric Scattering
  • Step 16 – Lensflares & Glare
  • Step 17 – Bloom (tinted)
  • Step 18 – Final color grading
  • LOW = lowest possible › Similar visuals to consoles, some components disabled › Still contains the essential visuals to not be unfair in MP › Minimum: Geforce 8800 GT 512 MB RAMMEDIUM = good perf › Most important visual features enabledHIGH = what the game is designed for › All major features on except for MSAA (if you have DX11 card) › Recommended: Geforce 560 TI or betterULTRA = highest possible › Intended primarily for multi-GPU machines for 60+ fps
  • Antialiasing › Because everybody hates aliasingMultiple options: › Deferred: MSAA 2x, 4x › Post: FXAA low, medium, high › Or both!
  • Selective supersampling for MSAA › Detect edges with the most aliasing › Major GPU performance improvement
  • Built-in FPS meter › Render.DrawFps 1 › Average FPS over last secondIn-game Console › FRAPS-style › Toggle with key above TAB › Just a few commands (prevent cheating) Performance overlay › Render.PerfOverlayVisible 1 › Shows CPU & GPU time graph in ms/f › See spikes / unstable performance › See if CPU bound (green below yellow)
  • 3 sec 30 fps line 60 fps line
  • Real 3D stereo rendering in BF3 › Built-in full support in Frostbite 2 › Render complete frame for each eye (in parallel!) › Works correctly with transparent surfaces and effects › Looks great! Requires a good PCBeen working closely with Nvidia to add the supportPlay it here at GeforceLAN! › Available in game soon after Retail release
  • BF3 looks sweet!  › Marriage of massive Battlefield gameplay with great visuals & style › Made for your PCThe future for PC games is bright! › We have many more Frostbite 2 games in development  › You’ll start seeing more devs do proper PC games again
  • And you for listening!
  • Email: repi@dice.se Blog: http://repi.se Twitter: @repi Battlelog: repiiFor more DICE talks: http://publications.dice.se