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Scope Stack Allocation

Goes into detail about Scope Stacks, which are a systems programming tool for memory layout that provides: Deterministic memory map behavior Single-cycle allocation speed Regular C object life cycle...

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Introduction to Data Oriented Design

Gives an introduction to what Data-Oriented Design is and what the benefits are. Overview of how memory vs CPU speed has changed over the years Rewriting an simple Object Oriented function to be Data...

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Executable Bloat – How it happens and how we can fight it

Presentation about bloated executables due to large code size, how it happens and how we can fight it. Executable Bloat – How it happens and how we can fight it from DICE Bloat - 1 MB The post...

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Lighting you up in Battlefield 3

GDC 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...

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SPU Based Deferred Shading in Battlefield 3 for Playstation 3

GDC 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...

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Culling the Battlefield Data Oriented Design in Practice

GDC 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...

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Approximating Translucency for a Fast, Cheap and Convincing Subsurface...

GDC 2011 In real-time computer graphics, the interaction of light and matter is often reduced to local reflection described by Bidirectional Reflectance Distribution Functions BRDFs. While this...

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DirectX 11 Rendering in Battlefield 3

GDC 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...

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More Performance Five Rendering Ideas from Battlefield 3 and Need For Speed...

SIGGRAPH 2011 Talk in the Advances in Real-time Rendering course. Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run from DICE BF3 NFS WhiteBarreBrisebois Siggraph2011 - 12 MB BF3...

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Shiny PC Graphics in Battlefield 3

Nvidia Geforce LAN 6 High-level talk about the PC graphics features in Battlefield 3 for PC Shiny PC Graphics in Battlefield 3 from DICE Shiny PC Graphics in Battlefield 3 - 251 MB The post Shiny PC...

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Realtime Interactive Water Waves

In this master thesis report a new method for simulating waters surface waves is presented. The method is well adapted for real-time applications and has been developed with computer games in mind. By...

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Terrain in Battlefield 3: A Modern, Complete and Scalable System

GDC 2012 In the session from Game Developers Conference 2011, well take a complete look at the terrain system in Frostbite 2 as it was applied in Battlefield 3. The session is partitioned into three...

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Stable SSAO in Battlefield 3 with Selective Temporal Filtering

GDC 2012 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...

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5 major challenges in real-time rendering

Conference: SIGGRAPH 2012 5 Major Challenges in Real-time Rendering (2012) from DICE Bps12 - 5 Major Challenges - 22 MB Bps12 - 5 Major Challenges - 20 MB The post 5 major challenges in real-time...

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Adaptive Hardware-accelerated Terrain Tessellation

In this master thesis report, a scheme for adaptive hardware tessellation is presented. The scheme uses an offline processing approach where a height map is analyzed in terms of curvature and the...

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Scaling the pipeline

High-level overview of some of the things we in have done and learned while implementing our asset pipelines for Frostbite. The talk focuses mainly on the architecture, design and implementation...

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frostbite.com is finally LIVE!

It only took us 7 years to create our own website, but now it is finally here! Hope you enjoy the site where you will find more information about the Frostbite engine, and the team behind it. Enjoy!...

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Oculus visiting Frostbite Stockholm

Earlier this week Nate Mitchell from Oculus paid us visit to present but also to demonstrate the Oculus Rift. The whole team got to experience the Oculus Rift with their own eyes, which a truly...

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Quality and Innovation

Every year, EA holds an internal awards program to recognize outstanding achievements across the company.  Everyone at EA participates in this program and all employees are encouraged to nominate and...

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Need For Speed: Rivals

Frostbite is proud to celebrate the collaboration between Criterion and Ghost Games on NFS: Rivals.  Our engine is at the heart of their racing experience!  Frostbite-powered games benefit from...

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EA’S 2013 E3 PREVIEW

We’re 2 hours from EA’s E3 2013 overview – The Download - here’s a preview of what’s in store! Lots more Frostbite announcements heading your way, so tune in @ http://www.ea.com/e3! E3 2013 The post...

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The Download

EA’s E3 2013 Press Conference Video We couldn’t be more proud of our partners at EA game teams around the world.  Watch Frostbite shine through amazing gameplay and visuals across six exciting titles!...

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Battlefield 4 gameplay revealed at E3 2013

The Battlefield team has always pushed the boundaries of what our technology can do.  Often, they push far beyond our own expectations and define the next level standards for interactive quality and...

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Mirrors Edge

Mirrors Edge was revealed to the world during EA’s press conference. It is, of course, powered by Frostbite!   The post Mirrors Edge appeared first on Frostbite.

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Plants VS Zombies: Garden Warfare

This game has been a runaway hit at E3 this year and we couldn’t be happier for our partners at PopCap!  Leveraging Frostbite for Garden Warfare opened up new opportunities for visuals and gameplay in...

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Dragon Age: Inquisition

BIOWARE is using Frostbite to bring Dragon Age: Inquisition to life!  The team has fully embraced every ounce of Frostbite’s capabilities to create the stunning visuals and immersive gameplay required...

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Need for Speed: Rivals – gameplay trailer

Need for Speed: Rivals is the fastest Frostbite title in development at EA!  Ghost Games brings a fresh perspective to this fan favorite and we’re sure it has something to do with their incredible...

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Star Wars: Battlefront

Star Wars: Battlefront will be legendary. Battlefront is in development now at DICE in Stockholm using familiar Frostbite technology. http://www.ea.com/star-wars-battlefront It’s in good hands. The...

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Battlefield 4 + Frostbite + Mantle

Technical talk from the AMD GPU14 Tech Day by Johan Andersson in the Frostbite team at DICE/EA about Battlefield 4 on PC which is the first title that will use ‘Mantle’ – a very high-performance...

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Mantle for Developers

Keynote presentation about Mantle, a low-level graphics API, by Johan Andersson at AMD’s Developer Summit 2013 (APU13).   Mantle for Developers - 12 MB The post Mantle for Developers appeared first on...

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Rendering Battlefield 4 with Mantle

In this technical presentation from Game Developers Conference 2014, Johan Andersson shows how the Frostbite 3 game engine is using the low-level graphics API Mantle to deliver significantly improved...

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Battlefield Hardline

It’s been a great first day of E3, and we have seen lots of titles to look forward to! We’re proud to be working together with Visceral games to bring you Battlefield Hardline. From grappling hooks to...

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Star Wars Battlefront & Mirror’s Edge

Picking up from where we left off from last night, there was quite the line up of Frostbite titles showed during the EA Conference. Amongst those are two highly anticipated titles that are currently in...

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Dragon Age: Inquisition & Mass Effect

One of this year’s E3 showcase had a special taste for us at Frostbite: it was Bioware showcasing Dragon Age Inquisition, the very first RPG game powered by Frostbite, but also talking about the...

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PGA TOUR 15

Developed by EA Tiburon, EA PGA TOUR will be the first sports game to take advantage of the unique technology from Frostbite 3, letting you enjoy golf just the way you like it! By using Frostbite 3,...

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Creating BioWare’s First RPG on the Frostbite Engine

The following is a guest blog post written by Jacques Lebrun, Technical Director at Bioware working on Dragon Age Inquisition. As time goes by, we will try to bring you more input from the developers...

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Moving Frostbite to PBR

Course presentation at SIGGRAPH 2014 by Charles de Rousiers & Sébastian Lagarde about transitioning Frostbite to physically-based rendering. Over the course of the past few months, we have been...

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Frostbite Tech Demo: Battlefield 4 on iOS

Frostbite is not only the heart of the Battlefield games on PC and console – it’s also pushing technical boundaries on mobile. Kristoffer Benjaminsson, Product Owner for Mobile at Frostbite, tells you...

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Per-face parameterization for Texture Mapping of Geometry in Real-Time

Master thesis by Johan Beck-Norén (Linköping University) done at DICE in Frostbite. We investigate the mesh colors method for per-face parameterization for texture-mapping of geometry, implemented in...

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Surface data on dynamic topologies

Master thesis by Andreas Tarandi (KTH Royal Institute of Technology) done at DICE. We implement, combine, and evaluate the work by H.Schäfer (2012) in ”Multiresolution attributes for tessellated...

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Frostbite games shine at E3 2015

Frostbite empowers games like Battlefield: Hardline and Dragon Age Inquisition, and at E3 2015, EA showed off a suite of upcoming titles that’ll run on engine. From first-person shooters in a galaxy...

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Frostbite on Mobile

Presentation by Niklas Nummelin at SIGGRAPH 2015 course Moving Mobile Graphics. Slides - 61 MB The post Frostbite on Mobile appeared first on Frostbite.

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Stochastic Screen-Space Reflections

Talk by Tomasz Stachowiak at SIGGRAPH 2015 in the Advances in Real-time Rendering course. We present an algorithm for efficiently calculating glossy screenspace reflections in real-time. Our technique...

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The Rendering Pipeline – Challenges & Next Steps

Talk by Johan Andersson at SIGGRAPH 2015 in the Open Problems in Real-time Rendering course. This talk will go through and give an overview of what some of the major challenges are with the advanced...

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Physically-based & Unified Volumetric Rendering in Frostbite

Talk by Sebastien Hillaire at SIGGRAPH 2015 in the Advances in Real-time Rendering course. Rendering convincing participating media for real time applications, e.g. games, has always been a difficult...

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Matching of geometrically and topologically changing meshes

Master thesis done at DICE by Kristoffer Jonsson from Uppsala University. The aim for this thesis is to develop a foundation for a compression system for animated mesh sequences, specifically under...

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Optimizing the Graphics Pipeline with Compute

Technical talk by Graham Wihlidal at GDC 2016. With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will...

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Photogrammetry and Star Wars Battlefront

Presentation by Andrew Hamilton and Ken Brown from DICE at GDC 2016. Overview Photogrammetry has started to gain steam within the Games Industry in recent years. At DICE, this technique was first used...

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Lighting the City of Glass

Presentation by Fabien Christin from DICE at GDC 2016. Overview Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror’s Edge game...

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EASTL is now Open-Source!

We are happy to announce EASTL, the Electronic Arts Standard Template Library, is now officially open source software and available today on Github under the BSD license! The library offers a wide...

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