
Multiplayer level: position › 200 – 250 MB of streamed object meshes › No blurry textures behind you › 1.3 – 1.5 GB of streamed object textures DX11 concurrent creates = no stalls! TEXTURE QUALITY setting sets › Worked closely with Microsoft and the size of the texture pool: IHVs › Low: 150 mb › Loading / creation is handled by separate › Medium: 200 mb thread › High: 300 mb › Ultra: 500 mbĤ000 -> 900 draw calls! Instance objects of the same type › DX10/DX11 required › Major CPU performance optimization › Can instance all types of meshes!Įmissive particles Lensflare s Specular highlightsĭynamic exposure to adapt to both dark and bright areas › True HDR bloom = natural part of the HDR rendering pipeline & textures › More variation › Increased quality › Shorter loading times › Reduced memory requirements › Freedom for level designers & artists

› Requires efficient & scalable handling › Parallel rendering & simulation › Occlusion culling › LOD & distance culling › Mesh & texture streaming › Instancing Gameplay: Characters, Weapons, Vehicles › Environment: Trees, Bushes, Rocks › Man-made: Buildings, Fences, Containers › Effects: Debris, Destruction

Effects Objects Lighting Effects Terrain.DX10/DX11 only!Īnd future DICE + EA games › Major advancements in animation, rendering, lighting, destruction, landscapes and streaming › Big focus on creating simple to use & powerful workflows
#PIXEL 3 BATTLEFIELD 3 IMAGE PC#
– COOP › Landscape, Urban and In-door environments › PC is lead platform.
#PIXEL 3 BATTLEFIELD 3 IMAGE SIMULATOR#
Imagine a skydiving simulator, sports simulator (compared to today's joystick/controller/keyboard/mouse-based games), wrestling/boxing simulator, swimming simulator, space simulator. In real life it would appear as though you are placing your hands on invisible walls - like a mime! The arms would prevent you from moving your hands "through the wall". Imagine walking up to a wall in-game and placing your hands on the wall. Your physical strength would could too, so as you wrestle whomever on the ground (in-game), you feel their strength against yours. Imagine sneaking up behind someone, placing your weapon down, and tackling a crouching enemy soldier from behind and having a wrestling fist-fight on the ground with your opponent. What you do with your body in the real world is what happens in-game with your character. Just image playing a game like Counter-Strike or Battlefield 3 where there are no animations in models YOU are the animator, and YOU animate real-time. Of course, there would have to be some safety mechanisms put into place so as not to cause serious injury (such as forcing you to do splits or bend your elbow backwards). The arms would also have mechanics so that they could move and manipulate your body. In addition, there would be 4 Kinect-like devices to capture extremely accurate and precise movements and modeling of your body, and as part of the suit to which arms of the gyroscope attach you would wear a helmet with a built-in OLED in the visor (which is also not see-through - the visor is fully opaque), built-in microphone, and built-in headphones. The foundation of the design would be based around a gyroscope you would be suspended inside this by arms that reach out and attach to parts of your body (joints, ligaments, vertices, etcetera). I have an idea that would be revolutionary and doable.
