Battlefield: Bad Company 2 DirectX 11 Details - preview/review
(hx) 07:00 PM CET - Feb,19 2010
- Post a comment PC Games Hardware has conducted an interview with Anders
Gyllenberg of DICE talking about the Frostbite engine and support for
DirectX 11 features used in Battlefield: Bad Company 2. Here's an
excerpt:
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.
In BC2 related news, GameSpot takes a look into Bad Company 2's single player campaign:
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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