Motion Controllers for Game Consoles
2012-02-21 by Mattias Landerholm
The idea of this thesis is to explore the possibilities of the new video game devices PlayStation Move and Microsoft’s Kinect, further on the goal was to design and verify an interaction technique for each device, suitable for playing First-Person Shooter FPS games.
During early prototyping it showed that it was not possible to turn the Kinect into an effective FPS game controller; because of this the focus of the thesis was shifted to the PlayStation Move exclusively. An interaction technique taking into account how FPS games traditionally have been played was designed. This technique differs from what is here referred to as the point-andshoot technique which is often used in conjunction with motion controllers.
Performing tests on the implementation of the PlayStation Move on a total of fourteen persons showed that the suggested interaction technique seemed to have high performance and acceptance among the participants of the test. However more testing would be necessary to support the result.
Shiny PC Graphics in Battlefield 3
2011-12-02 by Johan Andersson
Conference: Nvidia Geforce LAN 6
High-level talk about the PC graphics features in Battlefield 3 for PC
More Performance Five Rendering Ideas from Battlefield 3 and Need For Speed The Run
2011-08-29 by John White and Colin Barre Brisebois
Conference: SIGGRAPH 2011
Talk in the Advances in Real-time Rendering course.
Battlelog – Building scalable web sites with tight game integration
2011-05-25 by Johan Mjones & Joakim Bodin
Conference: Stockholm GTUG
Presentation about Battlelog and the technology infrastructure it uses
Lighting you up in Battlefield 3
2011-03-10 by Kenny Magnusson
Conference: Game Developers Conference 2011
This session presents a detailed overview of the new lighting system implemented in DICEs Frostbite 2 engine and how it enables us to stretch the boundaries of lighting in BATTLEFIELD 3 with its highly dynamic, varied and destructible environments.
BATTLEFIELD 3 goes beyond the lighting limitations found in our previous battlefield games, while avoiding costly and static prebaked lighting without compromising quality.
We discuss the technical implementation of the art direction in BATTLEFIELD 3, the workflows we created for it as well as how all the individual lighting components fit together: deferred rendering, HDR, dynamic radiosity and particle lighting.
Four Guns West
2011-03-10 by Ben Minto - DICE, Chuck Russom - Chuck Russom FX, Chris Sweetman - Splash Damage and Charles Maynes
Conference: Game Developers Conference 2011
EA DICE PKM Gun Recording Microphone Type, Position & Pre Amp Comparison – ben.minto@dice.se from Ben Minto on Vimeo.
Audio panel from GDC11 that aims to give an insight into the shadowy world of audio in AAA FPS titles from multiple developers
Executable Bloat – How it happens and how we can fight it
2011-03-09 by Andreas Fredriksson
Conference: DICE Internal
Presentation about bloated executables due to large code size, how it happens and how we can fight it
DirectX 11 Rendering in Battlefield 3
2011-03-09 by Johan Andersson
Conference: Game Developers Conference 2011
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
SPU Based Deferred Shading in Battlefield 3 for Playstation 3
2011-03-08 by Christina Coffin
Conference: Game Developers Conference 2011
This session presents a detailed programmer oriented overview of our SPU based shading system implemented in DICEs Frostbite 2 engine and how it enables more visually rich environments in BATTLEFIELD 3 and better performance over traditional GPU-only based renderers. We explain in detail how our SPU Tile-based deferred shading system is implemented, and how it supports rich material variety, High Dynamic Range Lighting, and large amounts of light sources of different types through an extensive set of culling, occlusion and optimization techniques.
Culling the Battlefield Data Oriented Design in Practice
2011-03-08 by Daniel Collin
Conference: Game Developers Conference 2011
This talk will highlight the evolution of the object culling system used in the Frostbite engine over the years and why we decide to rewrite a system for BATTLEFIELD 3 that had worked well for 4 shipping titles. The new culling system is developed using a data oriented design that favors simple data layouts which enables very efficient computation using pipelined vector instructions. Concrete examples of how code is developed with this approach and the implications and benefits compared to traditional tree-based systems will be given.