shiny pc graphics in battlefield 3
DESCRIPTION
High-level talk about the PC graphics features in Battlefield 3 for PC. Full video of talk: http://www.youtube.com/watch?v=KMaL6j7Ry6cTRANSCRIPT
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Shiny PC Graphics in Battlefield 3Johan Andersson, Rendering Architect, DICE
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Battlefield 3› 64-player multiplayer – Singleplayer – COOP
› Landscape, Urban and In-door environments
› PC is lead platform. DX10/DX11 only!
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Frostbite 2› 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
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GRAPHICS!
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Graphics exists to serve Aesthetics (and Gameplay)!
http://www.penny-arcade.com/patv/episode/graphics-vs.-aesthetics
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Graphical Components
Lighting
Terrain
EffectsObjects
Post-processing
Effects
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OBJECTS
Example of objects:› Gameplay: Characters, Weapons,
Vehicles› Environment: Trees, Bushes, Rocks› Man-made: Buildings, Fences,
Containers› Effects: Debris, Destruction
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Levels can have 10000+ objects
› Requires efficient & scalable handling
› Parallel rendering & simulation› Occlusion culling› LOD & distance culling› Mesh & texture streaming› Instancing
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Mesh & Texture streaming
We stream almost all meshes & textures
› More variation› Increased quality› Shorter loading times› Reduced memory requirements› Freedom for level designers & artists
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Streaming techStreaming based on camera position
› No blurry textures behind you
DX11 concurrent creates = no stalls!
› Worked closely with Microsoft and the IHVs
› Loading / creation is handled by separate thread
Per multiplayer level:› 200 – 250 MB of streamed object
meshes › 1.3 – 1.5 GB of streamed object
textures
TEXTURE QUALITY setting sets size of the texture pool:
› Low: 150 mb› Medium: 200 mb› High: 300 mb› Ultra: 500 mb
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Instance objects of the same type› DX10/DX11 required› Major CPU performance optimization› Can instance all types of meshes!
Damavand Peak in ULTRA
› 4000 -> 900 draw calls!
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LIGHTING
Specular highlights
Spot lights
Point lights
Lensflares
Emissive particles
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HDR rendering & lighting
› Dynamic exposure to adapt to both dark and bright areas
› True HDR bloom = natural part of the HDR rendering pipeline
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No Bloom
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Bloom
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Deferred ShadingScene is rendered to a 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
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Deferred ShadingNormals Smoothness
Diffuse Specular
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Compute Shader lightingTile-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
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Final picture
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Diffuse light
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Diffuse light
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Specular light
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Final picture
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Indirect/bounced lightingIndirect/bounced light
No indirect/bounced light
Indirect light
No indirect light
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Indirect/bounced lightingIndirect light
No indirect light
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Spotlight shadows
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EFFECTS
1000s of small and big particles
› Sprite particles› Mesh particles
Essential that particles fit in & interact with the environment
› It is all about the lighting (again!)
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Soft particles› Soft fade instead of hard z-
test
Particle shadows!› On ground & opaque
objects› Disabled when
ShadowQuality = Low Alpha-tested debris
› Gives sharp details
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Particle shadows = on
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Particle shadows = off
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Volumetric particle lighting
› Each particle is lit by all lights
› Fit into all light environments
› Automatic!
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Particle lights› Light up both themselves
and surrounding surfaces
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Particle lighting
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Particles receiving shadowsShadows on particles = on
Shadows on particles = off
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TERRAIN
Vast view distances› High-res streamed
heightfields› Per-pixel normalmaps› DX11 tessellation &
displacement mapping
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Normal mapped terrain
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Requires DX11 GPU
› Terrain Quality set to HIGH or ULTRA
Displacement mapped terrain
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Terrain
Procedural virtual texturing
› Increased quality & variation
› Improved performance› Longer view distances
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Terrain
Virtual texture tiles› Regenerated when
moving› 256x256 resolution› Compressed to DXT5 in
real-time on the GPU
Terrain virtual texture atlases
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Terrain Decoration› Grass› Rocks› Debris› Small bushes
Procedurally instanced › Based on the terrain
materials› Highly scalable
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Terrain Decoration = Off
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Terrain Decoration = Low
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Terrain Decoration = Medium
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Terrain Decoration = High
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Terrain Decoration = Ultra
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Terrain Decoration = Low
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POST-PROCESSING
Post effects:› Bloom› Filmic
Tonemapping› Motion blur› Depth of field› Vignetting› Screen glare› Blur › SSAO/HBAO› Color grading› Film grain› Antialiasing
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Ambient Occlusion› Key visual cue to ground
objects
SSAO - Super cheap effect› No extra memory cost› Used on the consoles and
MEDIUM
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Ambient Occlusion› Key visual cue to ground
objects
HBAO - Much improved since BC2
› Nvidia & DICE collaboration› Wider filter & more detail› Special temporal noise filtering
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AO=Off No AO
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AO=Off SSAO
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AO=Off HBAO
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Motion blur
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Color grading
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Blur + Vignette + Desaturation + Blood
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SCENE BREAKDOWN
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Step 1 - Terrain
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Step 2 – Composite Meshes
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Step 3 – Rigid Meshes
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Step 4 – Foliage
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Step 5 - Decals
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Step 6 – GBuffer Normals
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Step 7 – GBuffer Specular
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Step 8 – GBuffer Smoothness
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Step 9 – GBuffer Sky Visibility
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Step 10 – Sky & Indirect light
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Step 11 – Sun Light
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Step 12 – Local Lights
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Step 13 – Combined lighting & albedos
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Step 14 - Sky
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Step 15 – Atmospheric Scattering
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Step 16 – Lensflares & Glare
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Step 17 – Bloom (tinted)
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Step 18 – Final color grading
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Graphics options
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Graphics optionsLOW = 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 RAM
MEDIUM = good perf› Most important visual features enabled
HIGH = what the game is designed for› All major features on except for MSAA (if you have DX11
card)› Recommended: Geforce 560 TI or better
ULTRA = highest possible› Intended primarily for multi-GPU machines for 60+ fps
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Antialiasing
Antialiasing› Because everybody hates
aliasing
Multiple options:› Deferred: MSAA 2x, 4x › Post: FXAA low, medium, high› Or both!
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Selective supersampling for MSAA
› Detect edges with the most aliasing
› Major GPU performance improvement
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Built-in FPS meter› Render.DrawFps 1› Average FPS over last
second› FRAPS-style
Performance overlay › Render.PerfOverlayVisible 1› Shows CPU & GPU time graph in
ms/f› See spikes / unstable performance› See if CPU bound (green below
yellow)
In-game Console› Toggle with key above TAB› Just a few commands (prevent
cheating)
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60 fps line
30 fps line
3 sec
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StereoReal 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 PC
Been working closely with Nvidia to add the support
Play it here at GeforceLAN!› Available in game soon after Retail release
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SummaryBF3 looks sweet!
› Marriage of massive Battlefield gameplay with great visuals & style› Made for your PC
The 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
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Thanks to
And you for listening!
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Questions?
Email: [email protected]: http://repi.seTwitter: @repi
Battlelog: repii
For more DICE talks: http://publications.dice.se
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