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Battlefield 3 Clubhouse

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New Battlefield Blog Post: DICE give multiple lectures at GDC 2012

H Brun | 03.06.12

gdc12_logo.jpg


We are excited to return in force to the Game Developers Conference. This year, we give a number of lectures from different aspects of developing our award-winning title Battlefield 3™.

If you’re attending the show, visit any of these lectures for an in-depth look at topics ranging from building a scalable terrain system to the animation process and philosophy behind Battlefield 3. Schedule and full details below. Hope to see you there!

Terrain in Battlefield 3: A Modern, Complete and Scalable System
SPEAKER/S: Mattias Widmark (EA DICE)
DAY / TIME / LOCATION: Wednesday 5:00- 6:00 Room 2006, West Hall, 2nd Fl
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / 60-Minute / Lecture / Intermediate
GDC VAULT RECORDING: Video Recorded

DESCRIPTION: In the session, we’ll take a complete look at the terrain system in Frostbite 2 as it was applied in Battlefield 3. The session is partitioned into three parts. We begin with the scalability aspects and discuss how consistent use of hierarchies allowed us to combine high resolutions with high view distances. We then turn towards workflow aspects and describe how we achieved full in-game real-time editing. A fair amount of time is spent describing how issues were addressed.

Finally, we look at the runtime side. We describe usage of CPU, GPU and memory resources and how it was kept to a minimum. We discuss how the GPU is offloaded by caching intermediate results in a procedural virtual texture and how prioritization was done to allow for work throttling without sacrificing quality. We also go into depth about the flexible streaming system that work with both FPS and driving games.

TAKEAWAY: Main takeaway is to see the full picture of a modern, scalable and flexible terrain engine that would work equally well for simulators as for games. A few novelties stand out, such as the procedural virtual textures and the flexible streaming system, both described in detail.

INTENDED AUDIENCE: Target audience is software engineers working with rendering in general, tools (level editors), data pipelines, streaming or that are just curious. Some technical artists may be interested too. No field-specific knowledge is required, but some knowledge of basic data structures (quadtrees) and basic rendering (shader graphs, virtual textures) helps.


Modular Rigging in Battlefield 3
SPEAKER/S: Johan Ramstrom (EA DICE)
DAY / TIME / LOCATION: Wednesday 3:30- 3:55 Room 3009, West Hall, 3rd Fl
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Visual Arts , Production / 25-Minute / Lecture / Intermediate
GDC VAULT RECORDING: Video Recorded

DESCRIPTION: For Battlefield 3, DICE took on its most difficult challenge so far. To raise the bar for character quality in games we developed our own deformation rig, combined it with the powerful ANT animation system (used in FIFA) and extensive motion capture usage. To create a believable experience we built and managed enormous amount of assets and ways of keeping these organized. The rigging process was one of the most challenging aspects of production, with the smallest change requiring an update for almost every single asset. With a modular rigging system and a flexible animation pipeline the production team could deliver on time and quality.

TAKEAWAY: This session will discuss the benefits of using a modular rigging system and what we’ve learned during the production of Battlefield 3.

INTENDED AUDIENCE: Technical artists and technical animators working with character deformation, rigging, facial setup and production pipelines.


Animation methodology for Battlefield 3
SPEAKER/S: Tobias Dahl (DICE/EA) and Mikael Hogstrom (DICE/EA)
DAY / TIME / LOCATION: Wednesday 5:00- 6:00 Room 3007, West Hall, 3rd Fl
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Visual Arts , Game Design / 60-Minute / Lecture / All
GDC VAULT RECORDING: Video Recorded

DESCRIPTION: Learn about the animation process behind creating Battlefield 3 but also the philosophy behind animation as a whole at DICE. The presentation will cover topics regarding both single and multiplayer animation challenges, as well as team oriented challenges. At DICE we are strong believers that animation span over more areas than just content creation and we will talk about how this affects our daily work at the studio. We will also share the problems we faced starting work on our biggest title yet and how we solved them.

TAKEAWAY: This talk you will give you a deep insight on how it is to work as an animator at DICE and why we chose this path. You will also learn about the animation challenges we faced creating Battlefield 3 and how we overcame them.

INTENDED AUDIENCE: This talk is for everyone that is interested in learning more about creating a large multiplayer\single player game from an animation perspective.


Stable SSAO in Battlefield 3 with Selective Temporal Filtering
SPEAKER/S: Louis Bavoil (NVIDIA)
DAY / TIME / LOCATION: Friday 12:05-12:30 Room 2006, West Hall, 2nd Fl
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / 25-Minute / Lecture / All
GDC VAULT RECORDING: Video Recorded

DESCRIPTION: With the highest-quality video options, Battlefield 3 renders its Screen-Space Ambient Occlusion (SSAO) using the Horizon-Based Ambient Occlusion (HBAO) algorithm. For performance reasons, the HBAO is rendered in half resolution using half-resolution input depths. The HBAO is then blurred in full resolution using a depth-aware blur. The main issue with such low-resolution SSAO rendering is that it produces objectionable flickering for thin objects (such as alpha-tested foliage) when the camera and/or the geometry are moving.

After a brief recap of the original HBAO pipeline, this talk describes a novel temporal filtering algorithm that fixed the HBAO flickering problem in Battlefield 3 with a 1-2% performance hit in 1920×1200 on PC (DX10 or DX11). The talk includes algorithm and implementation details on the temporal filtering part, as well as generic optimizations for SSAO blur pixel shaders. This is a joint work between Louis Bavoil (NVIDIA) and Johan Andersson (DICE).

TAKEAWAY: Attendees will learn about a simple temporal-filtering method that can fix SSAO flickering on thin geometry with a negligible performance hit, as well as generic SSAO-blur optimizations.

INTENDED AUDIENCE: This talk is addressed to graphics programmers who are familiar with writing post-processing pixel shaders in HLSL. Some knowledge on SSAO algorithms and DirectX 11 would help, but should not be required to follow the talk.
 
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I lold a lil. I've been in situations like that before. To hit, or not to hit. That is the question.
 
Battlefieldo - Clues to the New Expansion

Recently we've all been getting hyped around the announcement of the next DLC Expansion pack for Battlefield 3. We're pleased to announce that thanks to an anonymous source, we've got some hints to what the new DLC could look like. First off, the name is claimed to be "Close Quarters" and looks as though will include a whole new set of vehicles and weapons. The name gives the impression that it will be more Infantry based.

Here is some code from an apparent private Battlelog server, which only DICE employees are allowed on, showing that two legendary vehicles are about to return to Battlefield 3, either in the next expansion, or one of the future DLC packs. While we can't show the entire screenshot, as it contains proprietary information, we can show you a few hints.

There are also a few weapons we noticed, including the CZ 75 Auto, and the CZ 750 Sniper Rifle.

7bf17e5b86714d5da09ace6.png


Part of this code clearly shows a code-name that resembles the UH-60 BlackHawk helicopter, which has been in all of the modern based Battlefield games.

Screenshot_1-1.png


This section screenshot shows another vehicle, hence the lowercase "v". This one appears to be the Linebacker, also known as the Bradley Infantry Vehicle, another vehicle from Battlefield 2. We're really excited to welcome the BlackHawk and Linebacker to Battlefield 3, based on this information. While we can't confirm the validity of this information, hopefully EA / DICE will make an official statement on this DLC in the near future

Get ready for some tight-knit teamwork on intense urban environments.

Ready your flashlights, shotguns, and knives. Battlefield 3 is about to get really intense. Close Quarter combat on tight, infantry based maps.
 
Close Quarters

Nope.jpg I don't like getting blasted by shotguns for hours on end.
 
Oh man the Metro tools are beside themselves with M320 glee.

I thought like no one would play that map after full release. How terribly wrong I was.
 
Oh man the Metro tools are beside themselves with M320 glee.

I thought like no one would play that map after full release. How terribly wrong I was.

Yeah tons of servers dedicated only to Metro ! I don't get it, but I'm kind of like you Wrig I like the open environment.
Metro and Seine Crossing are my least favorite maps. I like the B2K maps and Caspian Border.
 
Yeah. That's Battlefield.
 
Update: Out of the TPU friends list I have it is G8tr rank 80 , almost 10 million points and about 265 hrs. ChaoticG8r I think is how you spell it. He is real fucking good. People piss and moan as soon as he gets stuck on an opposing team.


Finished a bunch of projects that have been nagging me in RL like throwing togther this home theatre i have been assembling and some minor computer updates...I also recently got an ICS tablet that has allowed me to not turn on my computer as much, so checking my email no longer turns into a 3hr BF session lol

Think I might log on tonight though if anyone wants to play.....dont have any tests for 1 month :toast:
 
Finished a bunch of projects that have been nagging me in RL like throwing togther this home theatre i have been assembling and some minor computer updates...I also recently got an ICS tablet that has allowed me to not turn on my computer as much, so checking my email no longer turns into a 3hr BF session lol

Think I might log on tonight though if anyone wants to play.....dont have any tests for 1 month :toast:
Yeah I have one in my bedroom. 95" with 5.1 DD Surround. It is only 720p with the Direct TV, but still looks good. Football games are great on it.
PC Games don't look that great on it though. The colors are off and it bug's me. Plus I like playing with higher REZ and the projector won't allow it above 1440x900.
 
Well in the last 2 weeks I have played more BF3 than I did even after launch. Getting back into the rhythm and having some fun, not as much as BC2, but still a lot of good times. Think I have logged almost 40 hours in the last 2 or maybe 3 weeks.


I don't mind infatry maps, as long as it isn't Battlecorridor like Davamand or Grand Bazar.
 
Close Quarters? WTF man. Enough with the console crap.
 
Close Quarters? WTF man. Enough with the console crap.
Yeah has a COD ring to it doesn't it ? I'm hoping not
so much when released, but you never know who they
will cater to. I may have to wait until I get feed back
before plopping down any money though.
 
Close Quarters? WTF man. Enough with the console crap.

Been saying it this whole time (since before BC2 was even out), people hyped up BF3 based solely on the name. I felt BC2 was a better successor to the franchise name. Hopefully BF4 will give us back full destructible environments.
 
Maybe a bit of topic:
8hrs of computer at work and 2-3hrs of gaming at night maybe hit on my eyes a bit...
I was thinkin about THIS solution especially for the night hours!
Anyone has any experience?!
 
Maybe a bit of topic:
8hrs of computer at work and 2-3hrs of gaming at night maybe hit on my eyes a bit...
I was thinkin about THIS solution especially for the night hours!
Anyone has any experience?!

I just take a power nap and it does the trick for the eyes.
Glasses wont save you from sight degradation. Your eyes get use to distance you look at and adapt to it permanently.
 
Been saying it this whole time (since before BC2 was even out), people hyped up BF3 based solely on the name. I felt BC2 was a better successor to the franchise name. Hopefully BF4 will give us back full destructible environments.

Wait wait is that you saying it?!
 
Wished there were pictures and maybe a video :(

yeah me too. First pack isnt till June so I wouldnt expect anything for at least a month.

Been saying it this whole time (since before BC2 was even out), people hyped up BF3 based solely on the name. I felt BC2 was a better successor to the franchise name. Hopefully BF4 will give us back full destructible environments.

BF3 Blows BC2 out of the water as a Battlefield game. BC2 was like the little retarted child of BF2.
 
I just take a power nap and it does the trick for the eyes.
Glasses wont save you from sight degradation. Your eyes get use to distance you look at and adapt to it permanently.

Generally I do the same and I know this kind of glasses won't save but the idea is to ease "the pain"
It's more like a patch than a repair:laugh:
 
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