Uses Destruction 2.0
yep
BC1 used frostbite 1.0 and destruction 1.0
BC2 uses Frostbite 1.0 (1.5?) (vietnam was touted as using Frostbite 1.5) and Destruction 2.0
BF3 will use Frostbite 2.0 and Destruction 3.0
Uses Destruction 2.0
That GI cover looks generic as hell but I'm beyond psyched for this. I can't believe it's been so long since BC2, that game still looks pretty good.
Edit: I didnt' see that the global illumination was realtime. What's the point in that, isn't that only useful if the lighting is changing in a level?
Saw the scans and the lighting looks quite realistic. The smoke looks really good also. Hope they can get realtime radiosity into the consoles, at least they have MLAA running on ps3 which is very good news.
Also after pre-compute they can change the lighting with interactive rates in the scene.Unless I'm mistaken, one of the benefits is the geometry doesn't have to be completely re-lit every time destruction takes place. Also IIRC, it's not completely 100% real time, there is still a good portion of it is pre-computed.
The new lighting model does help artist be more efficient, now they only need to wait 10-30 minutes for a level to precompute instead of possibly hours.
Unless I'm mistaken, one of the benefits is the geometry doesn't have to be completely re-lit every time destruction takes place. Also IIRC, it's not completely 100% real time, there is still a good portion of it is pre-computed.
The new lighting model does help artist be more efficient, now they only need to wait 10-30 minutes for a level to precompute instead of possibly hours.
- Animation Engine - It's called ANT (ANimation Toolkit), and it's shared technology among nearly all of the EA Sports games. ANT provides two things: 1.) a 'tool' which allows us to prepare our raw animations for the game (i.e. tagging when a player is down or what injury impact a tackle has on which body part), and 2.) in-game technology to actually execute all these animations. Anything custom to our game (and NCAA) is built as a plug-in to ANT...so it's actually not part of the low level animation engine. This includes things like IK Foot Pinning, Multi-Character Alignment (for tackles, blocks, etc), Catching, etc
Was that tech actually in the last madden and ncaa football? It seemed to me those games were still just using purely canned animations, unlike NHL and Fight Night which have updated for some nice blending of animations with real-time physics. Still nothing like what NaturalMotion is selling, but NHL's hitting showed big improvements this year.
Wasn't it also in Fifa 2011.
From what i saw at a friend the animations looked quit good.
2nd edit: so MLAA on GPU for 360?
Is that in article or speculation? :smile:
Where was this confirmed? If so it would be the first multiplat dev do it, crosses fingers...but hope its not at a huge cost.
edit: nvm found it
2nd edit: so MLAA on GPU for 360?
Is that in article or speculation? :smile:
Kagemaru is right
Slide 15(Only mentions on intel cpu methode,ps3 spu methode and gpu compute)
http://www.slideshare.net/DICEStudio/bending-the-graphics-pipeline