CGH: Are there any differences between the Console and the PC Version as far as technical or visual aspects are concerned (we know, BC2 is running with 720p and no AA on consoles)? Anders Gyllenberg: We have added several PC specific features. Changing resolution & changing the graphical fidelity are the two obvious ones. We also have proper support for multiple aspect ratios like 4:3 and 16:10. The player has the option of activating the advanced control panel where you can set several settings such as detail levels, the AA, MSAA and HBAO. We support Dx9, Dx10 & Dx11. Battlefield: Bad Company 2 - New pictures of the DX 11 game. (9) PCGH: We also know that Bad Company 2 is featured by Frostbite Engine 1.x. Can you tell us the technical highlights of Frostbite Engine (for example SSAO, Depth of Field, Deferred Lighting or Global Illumination)? If yes can you please give examples how this rendering techniques are utilized in Battlefield Bad Company 2 (DoF while aiming for example)? Anders Gyllenberg: The base renderer is a forward renderer. Some feature highlights would be an advanced SSAO technique called HBAO (Horizon-based Ambient Occlusion), DOF during cutscenes, particle systems optimized for huge amounts of particles, soft particle blending, and soft shadowmap filtering (DX11 only). PCGH: Can you confirm that the PC version utilizes DirectX 11 (at GDC 2009, Johan Andersson showed some cool rendering features)? If yes, what were the deciding technical advantages of the DX11 API? In what way does it allow you to optimize or simplify the rendering process (we’ve heard you’re using Direct Compute for deferred shading)? Anders Gyllenberg: Yes we can confirm that we support Dx11. The main benefits for us are efficient soft shadowmap filtering, and some smaller performance optimizations. PCGH: Developing for Console (and PC) usually requires an engine that is strongly multithreaded. What different calculations can be or are split up into different threads/worker jobs and what is the expected performance gain resulting from two respectively four (or more) cores? You are using DX11-Multithreading to lighten the load on the CPU? Anders Gyllenberg: Most of the CPU processing is parallelized – culling, rendering, physics, audio, animations, collision etc. Performance increases noticeably with a quad core. We are currently not using DX11-multithreading.
Mission designs are different from the first game, as well. Whereas Bad Company's levels tended to be pretty open-ended cities that could be approached from a variety of angles--thanks to the aforementioned wide-open fields--the levels in Bad Company 2 more structured and deliberate. In other words, levels are more linear, but they're also quite varied. From that chase scene that weaves recklessly through mountain passes to a tense sniper sequence where you have to mask your shots with the sound of thunder, the missions seem to gain quite a lot from this new design. There are still a number of vehicle sequences to be found as well, and the game seems to do a nice job of balancing you as the driver with you as the gunner. Destruction--that other Bad Company calling card--makes an improved return in the sequel. DICE has been quick to point out that entire buildings are now capable of being knocked down, whereas in the original, there was always a stubborn frame left over that refused to come toppling down. To be honest, the only time we got to see this in action was when we called in an air strike on an enemy tank. This air strike's explosions were generous enough to eviscerate a nearby building…and radio tower…and a few unlucky soldiers standing nearby. And while that sequence was cool--if a bit sloppy on our part---we noticed the enhanced destruction on a smaller scale far more often. See, now surfaces are capable of being steadily chipped away by incoming gunfire. In other words, hiding behind a stone bench means your shield will be shaved down and rendered far less effective. The fact that
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