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Divide screen into tiles and determine which lights affects which tiles2.
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#Nvidia directx 11 download full
Options for renderingSwitched to Deferred Shading in FB2Rich mix of Outdoor + Indoor + Urban environments in BF3Wanted lots more light sourcesWhy not Forward Rendering?Light culling / shader permutations not efficient for usExpensive & more difficultdecaling / destruction maskingWhy not Light Pre-pass?2x geometry pass too expensive on both CPU & GPU for usWas able to generalize our BRDF enough to just a few variations Saw major potential in full tile-based deferred shadingSee also:Nicolas Thibieroz’s talk ”Deferred Shading Optimizations” ĭeferred ShadingWeaknesses with traditional deferred lighting/shading:Massive overdraw & ROP cost when having lots of big light sourcesExpensive to have multiple per-pixel materials in light shadersMSAA lighting can be slow (non-coherent, extra BW)
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V4DirectX 11 Rendering in Battlefield 3Johan Andersson, Rendering Architect, DICEĪgendaOverviewFeature:Deferred ShadingCompute Shader Tile-Based LightingTerrain Displacement MappingDirect Stereo 3D renderingQuality:Antialiasing: MSAAAntialiasing: FXAAAntialiasing: SRAATransparency SupersamplingPerformance:InstancingParallel dispatchMulti-GPUResource StreamingConclusionsQ & Aīattlefield 3FPSFall 2011DX11, Xbox 360 and PS3Frostbite 2 engineįrostbite 2Developed for Battlefield 3 and future DICE/EA gamesMassive focus on creating simple to use & powerful workflowsMajor pushes in animation, destruction, streaming, rendering, lightingand landscapesĭX11DX11 API onlyRequires a DX10 or DX11 GPUsRequires Vista SP1 or Windows 7No Windows XP!Why?CPU performance winGPU performance & quality winEase ofdevelopment - no legacyFuture proofBF3 is a big title - will drive OS & HW adoptionWhich is good for your game as well!