Battlefield 4 + Frostbite + Mantle
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Transcript of Battlefield 4 + Frostbite + Mantle
Johan AnderssonTechnical Director
Frostbite
AMD GPU’14 Tech Day
BF4 + FROSTBITE + MANTLE
Long term relationship & collaboration Worked together for 9 years Started with Battlefield 2 back in 2004
Work very closely with multiple AMD teams Developer relations, technology & driver teams Focus areas: Quality, performance & robustness Special features: Eyefinity, Stereo 3D, Crossfire Special events: BF4 GDC demo – 2x 7990 and 4k @ 60 fps
Regular meetings with AMD hardware architects & key staff Amazing & fun discussions to adapt & align future hardware & software One can (and have!) affect GPU hardware design!
DICE & AMD
Our next-generation engine
Mission: Empower game creators and create great games
The platform across Electronic Arts for shooters, RPGs, RTS, racing games and more
FROSTBITE OVERVIEW
15+ games in development!FROSTBITE GAMES
Levolution
BATTLEFIELD 4 - QUICK HIGHLIGHTS
Levolution
Multiplayer water simulation
BATTLEFIELD 4 - QUICK HIGHLIGHTS
Levolution
Multiplayer water simulation
VFX
BATTLEFIELD 4 - QUICK HIGHLIGHTS
Levolution
Multiplayer water simulation
VFX
Compute shader lighting
BATTLEFIELD 4 - QUICK HIGHLIGHTS
Levolution
Multiplayer water simulation
VFX
Compute shader lighting
Post FX Bokeh DOF Subsurface scattering Velocity motion blur SSAA
BATTLEFIELD 4 - QUICK HIGHLIGHTS
Optimized for DirectX 11.1 & Radeon GPUs Been working closely with AMD on performance & quality – CPU & GPU Microsoft added optimizations on our request to DX11.1 in Windows 8, thx!
64-bit native multi-core executable 32-bit fallback for the 9% that do not have a modern CPU Frostbite has been parallelized further to run on up to 8 CPU cores
Scalability: From APU to multi-GPU Optimized both for low-end & high-end Scalable graphics Crossfire & Eyefinity
BATTLEFIELD 4 - TECH
An amazing platform with unique strengths From the lowest-end integrated laptop To quad-GPU super high-end desktops
PC is in our DNA at DICE It’s where we come from: Battlefield 1942 We strongly believe in & will continue to support
PC as a gaming platform
PC
Performance Support both the slowest and fastest hardware Not possible to utilize all CPU cores in DX & GL Heavy CPU draw, state & resource overhead is
holding back complex game scenes & content
Programmability PC is still stuck in software & memory model of
CPU spoon-feeding discrete GPU – no longer required!
CPU/GPU collaboration barely possible Not all modern GPU functionality is exposed
PC CHALLENGES Hardware & software abstractions
Necessary to support a rich varied PC hardware ecosystem, but…
Want to adapt our use cases & engine to the capabilities of the hardware – not limit it to the software layer on top of it
Have high-level information in the engine and could do smarter & more efficient decisions than the OS, driver or black box API can
APIs & abstractions evolve too slowly
(there are quite a few of them)
Limits how we can use modern GPUs & what game worlds we can build
As a contrast..
Develop only for a single hardware & system configuration All hardware functionality exposed to developer (almost) Low overhead OS Very thin graphics driver Explicit control over memory
Easier for us to develop & hit our targets with low-level access Lots of experience now from the next-gen consoles, both based on AMD’s GCN architecture
CONSOLES
Push the PC industry forward & create amazing games Massive dynamic & immersive worlds with photorealistic visuals Not be constrained in capabilities due to software or legacy
Need the best of both worlds to fully utilize modern PCs Console-style access & performance While keeping scalability and running on tons of different PCs
Required: a different approach to graphics APIs & drivers! Game engine (Frostbite) takes on large part of responsibility API & driver has today Driver is a thin abstraction over the hardware Key aspect: engine has explicit control over (most) memory & abstracted hardware components
Been talking to the graphics vendors for years to solve this…
WHAT WE WANT
An absolute highlight of our long term collaboration with AMD is coming to fruition:
Mantle
Low-level high-performance console-style graphics API for PC! YAY!
Built by AMD in close collaboration with us at DICE/EA Direct result of our discussions Will be cross platform, very important for us
Battlefield 4 is the pilot project & first user of Mantle Gamers will get the absolute best possible performance & experience out of AMD hardware
MANTLE
Frostbite 3 will render natively with Mantle on Windows Used instead of DirectX 11 on compatible Radeon GPUs Being developed right now!
Superb CPU performance Very low overhead rendering, loading & streaming Perfect parallel rendering - utilize all 8 CPU cores Avoid bottlenecking the GPU and the system
Highly optimized GPU usage Full access to graphics hardware capabilities Lots of low-level optimizations made possible
Foundation for the future This is only the beginning… There are many more games on Frostbite
MANTLE IN FROSTBITE
Launches on October 29th 64 player multiplayer awesomeness Advanced DirectX 11.1 renderer Optimized for Radeon GPUs Great Crossfire & Eyefinity support
In December: Mantle update! Custom built & heavily optimized rendering pipeline in
Frostbite using Mantle Get the absolute most out of your PC and Radeon GPU Released as a free & automatic game update Enjoy!
BATTLEFIELD 4
Super excited about Mantle! Will share more in the upcoming months
Tons of ideas going forward Low-latency multi-GPU rendering for VR? Dynamic game worlds living on the GPU? ….
FUTURE
THANKSTHANKS!
Email: [email protected]: http://frostbite.comTwitter: @repi