1 Oct 2011   |     fqemo   |     Game   |    

Frostbite 2


Frostbite 2 A demonstration of quasi-realtime radiosity from the Frostbite 2 engine. The next generation of Frostbite will debut with Battlefield 3. It will take full advantage of the DirectX 11 API and 64-bit processors, with no support for DirectX 9 (nor, therefore, Windows XP). It will also feature enhanced in-game destruction with Destruction 3.0, creating more refined physics than its predecessor. Additionally an important distinction on its naming is that Frostbite 2 is not called Frostbite 2.0. DICE has given several presentations on advances in their rendering technology: SIGGRAPH 2010 “Tile-based deferred shading acceleration” via DirectCompute. This is being ported to the PlayStation 3’s SPUs. Morphological Anti-Aliasing (MLAA), again implemented with DirectCompute, for bandwidth conservation. Quasi-realtime radiosity using Enlighten from Geomerics. Improved environmental destruction. GDC 2011 Realtime approximated subsurface scattering. SIGGRAPH 2011 Separable bokeh depth of field. Tile-based deferred shading on Xbox 360 Temporally stable screen space ambient occlusion (SSAO) Other Streaming data from disc to memory: “We can have 512 megs every hundred metres if we wanted to.”




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