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Old 05-14-2008, 06:02 AM   #16 (permalink)
 
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Re: Battlefield 3?

The picture is of Bad Company which will not be coming out for the PC, so no PR mod for that.

On another note, its been pretty much confirmed in a few interviews that there will be a battlefield 3. The question is when.
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Old 05-14-2008, 12:36 PM   #17 (permalink)
 
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Re: Battlefield 3?

Bad company might not be coming out but the engine might be used on the pc. They make console games on PC anyway & consoles basically use pc graphics cards now anyway afaik



Quote:
"RSX shares a lot of inner workings with NVIDIA 7800 which is based on G70 architecture.
http://en.wikipedia.org/wiki/RSX_%27...Synthesizer%27


I dont think bf3 will be out for another year at least

http://en.wikipedia.org/wiki/Frostbite_Engine

http://developer.amd.com/assets/Ande...D_Session).pdf

Quote:
Frostbite DX Engine is a game engine created by EA Digital Illusions CE, developers of the Battlefield series, for the upcoming Battlefield: Bad Company. Some of its known features include the ability to render (90%) destructible environments.
Contents
[hide]

* 1 Frostbite DX Engine
* 2 DICE next-gen engine & framework
* 3 Shading system backends
* 4 Key feature of shading system
* 5 Editor, FrostED
* 6 Terrain Rendering System

[edit] Frostbite DX Engine

Dice developed the new Frostbite DX Win32 engine from the ground up for DirectX 9 Battlefield: Bad Company according to Johan Andersson from Dice. Johan is a self-taught senior software engineer/architect in the central technology group at Dice. For the past years he has been working on the rendering and core engine systems for Battlefield.

[edit] DICE next-gen engine & framework

Built from the ground up for Xbox 360 and Playstation 3, Multi-core PCs with DirectX 9 Shader Model 3 & Direct3D 10 along with SM 4.0 and designed to be used in future DICE games. As time progresses advancements to the engine will continue.

[edit] Shading system backends

* Multiple backends
o DirectX 9 SM3 for PC & Xbox 360
o High-level GPU communication on 360
o Direct3D 10 for Windows Vista
o libGCM for PlayStation 3

[edit] Key feature of shading system

* Rich high-level states instead of low-level platform-dependent states
* More flexible for both user and system

[edit] Editor, FrostED

Asset creation Levels, meshes, shaders, objects Fully separate and C#-based


[edit] Terrain Rendering System

* Long view distance with true horizon
* 32x32 km visible, 2x2 – 4x4 playable
* Ground destruction
* High detail up close
* Very high detail in a distance
* Low memory usage
* Multiple high-res heightfield textures
* Easy destruction of buildings
* Fixed grid LOD with vertex texture fetch
* Normals are calculated in the shader
* Semi-procedural surface shaders
* Allows dynamic compositing
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Old 05-14-2008, 12:45 PM   #18 (permalink)
 
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Re: Battlefield 3?

The sooner you realize that gaming consoles are standardized PCs with a fraction of the footprint, the easier it is to understand why game developers start with a console game and port it to the PC. Generally speaking (not from experience, just from reasoning), it's easier to make a game optimized to one or two hardware configurations than it is making a game compatible with thousands.
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