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Shiny PC Graphics in Battlefield 3

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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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Shiny PC Graphics in Battlefield 3

  1. Johan Andersson, Rendering Architect, DICE
  2. › 64-player multiplayer – Singleplayer – COOP› Landscape, Urban and In-door environments› PC is lead platform. DX10/DX11 only!
  3. › 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
  4. http://www.penny-arcade.com/patv/episode/graphics-vs.-aestheticsGraphics exists to serve Aesthetics (and Gameplay)!
  5. EffectsObjects Lighting Effects Terrain Post-processing
  6. OBJECTSExample of objects: › Gameplay: Characters, Weapons, Vehicles › Environment: Trees, Bushes, Rocks › Man-made: Buildings, Fences, Containers › Effects: Debris, Destruction
  7. Levels can have 10000+ objects › Requires efficient & scalable handling › Parallel rendering & simulation › Occlusion culling › LOD & distance culling › Mesh & texture streaming › Instancing
  8. We stream almost all meshes & textures › More variation › Increased quality › Shorter loading times › Reduced memory requirements › Freedom for level designers & artists
  9. 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
  10. 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!
  11. LIGHTING Point lightsSpot lights Emissive particles Lensflare s Specular highlights
  12. HDR rendering & lighting › Dynamic exposure to adapt to both dark and bright areas › True HDR bloom = natural part of the HDR rendering pipeline
  13. No Bloom
  14. Bloom
  15. 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
  16. Normals SmoothnessDiffuse Specular
  17. 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
  18. Final picture
  19. Diffuse light
  20. Diffuse light
  21. Specular light
  22. Final picture
  23. Indirect/bounced light No indirect/bounced light Indirect light No indirect light
  24. Indirect light No indirect light
  25. Spotlight shadows
  26. 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
  27. 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
  28. Particle shadows = on
  29. Particle shadows = off
  30. Volumetric particle lighting › Each particle is lit by all lights › Fit into all light environments › Automatic!
  31. Particle lights › Light up both themselves and surrounding surfaces
  32. Particle lighting
  33. Shadows on particles = onShadows on particles = off
  34. TERRAINVast view distances › High-res streamed heightfields › Per-pixel normalmaps › DX11 tessellation & displacement mapping
  35. Normal mapped terrain
  36. Displacement mapped terrain Requires DX11 GPU › Terrain Quality set to HIGH or ULTRA
  37. Procedural virtual texturing › Increased quality & variation › Improved performance › Longer view distances
  38. Terrain virtual texture atlases Virtual texture tiles › Regenerated when moving › 256x256 resolution › Compressed to DXT5 in real-time on the GPU
  39. Terrain Decoration › Grass › Rocks › Debris › Small bushesProcedurally instanced › Based on the terrain materials › Highly scalable
  40. Terrain Decoration = Off
  41. Terrain Decoration = Low
  42. Terrain Decoration = Medium
  43. Terrain Decoration = High
  44. Terrain Decoration = Ultra
  45. Terrain Decoration = Low
  46. POST-PROCESSING Post effects: › Bloom › Filmic Tonemapping › Motion blur › Depth of field › Vignetting › Screen glare › Blur › SSAO/HBAO › Color grading › Film grain › Antialiasing
  47. Ambient Occlusion › Key visual cue to ground objects SSAO - Super cheap effect › No extra memory cost › Used on the consoles and MEDIUM
  48. Ambient Occlusion › Key visual cue to ground objects HBAO - Much improved since BC2 › Nvidia & DICE collaboration › Wider filter & more detail › Special temporal noise filtering
  49. No AO
  50. SSAO
  51. HBAO
  52. Motion blur
  53. Color grading
  54. Blur + Vignette + Desaturation + Blood
  55. SCENE BREAKDOWN
  56. Step 1 - Terrain
  57. Step 2 – Composite Meshes
  58. Step 3 – Rigid Meshes
  59. Step 4 – Foliage
  60. Step 5 - Decals
  61. Step 6 – GBufferNormals
  62. Step 7 – GBuffer Specular
  63. Step 8 – GBuffer Smoothness
  64. Step 9 – GBuffer Sky Visibility
  65. Step 10 – Sky & Indirect light
  66. Step 11 – Sun Light
  67. Step 12 – Local Lights
  68. Step 13 – Combined lighting & albedos
  69. Step 14 - Sky
  70. Step 15 – Atmospheric Scattering
  71. Step 16 – Lensflares & Glare
  72. Step 17 – Bloom (tinted)
  73. Step 18 – Final color grading
  74. 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
  75. Antialiasing › Because everybody hates aliasingMultiple options: › Deferred: MSAA 2x, 4x › Post: FXAA low, medium, high › Or both!
  76. Selective supersampling for MSAA › Detect edges with the most aliasing › Major GPU performance improvement
  77. 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)
  78. 3 sec 30 fps line 60 fps line
  79. 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
  80. 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
  81. And you for listening!
  82. Email: repi@dice.se Blog: http://repi.se Twitter: @repi Battlelog: repiiFor more DICE talks: http://publications.dice.se

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