Friday, February 19, 2010

Battlefield: Bad Company 2 - Graphics Information

In a Battlefield: Bad Company 2 PC blogimabob post, DICE's Johan Andersson confirms the future addition of an  adjustable Field Of View, discusses the advantages of using a DirectX 11 GPU, and announces the addition of stereoscopic 3D support, post-launch:

Battlefield: Bad Company 2 is based on Frostbite 1.5, but with multiple enhancements and a lot of specific effort spent on building it up and for the PC as this is the first time Frostbite is used on PC.DirectX 9, 10 & 11:
Frostbite 1.5 on PC is designed for DirectX 10 as a base, this enables us to easily support all the advanced graphics features that we use on the consoles, and much more! DX10 is a very modern graphics API and gives us a lot of flexibility as a developer.
DX10 has one unfortunate draw back though; it is only supported on Windows Vista and Windows 7, not the now 9 year old Windows XP. And as we have a big PC fan base, where not everyone may have transitioned over to Vista or Windows 7 yet, we have also added a rendering path that uses the old DirectX 9.
The DX9 path is quite efficient but lacks some of the features that we have on DX10 like anti-aliasing and HBAO.
For everyone with the new generation of graphics card, like the AMD Radeon 5xxx series or the upcoming Nvidia Geforce 4xx, we've also added support for DirectX 11. The primary uses of DX11 in Bad Company 2 is to soften all the dynamic shadows as well as to improve performance in general with a few smaller DX11 optimizations that we are using.
The detection and usage of DX9/DX10/DX11 is done automatically, the game selects the highest possible version available with your graphics card and OS. If you want to force a given path you can do that in the Settings.ini file by setting 'DxVersion' to any of these options: 9, 10, 11 or auto (default).
The Settings.ini file can be found in My Documents\BFBC2 directory.
AMD Eyefinity:
Bad Company 2 supports AMD's Eyefinity rendering mode where you can have 3 (or 6!) monitors connected to a single graphics card. The game will then detect that mode and the very wide aspect ratio and render using a wide horizontal field of view and keep the menus & HUDs on the middle display. This can create a very immersive experience if you have the hardware required.
Elmnator1 posted a Youtube video showing Eyefinity in the Bad Company 2 PC Beta on his nice setup.
Nvidia 3D Vision:
We've been working together with engineers from Nvidia for adding proper support for 3D Vision stereo rendering in Bad Company 2 PC. This support is not enabled in the beta but it will be included in a patch shortly after the release of the retail game.
3D Vision works by rendering a picture for each eye every frame together with a slight offset. Then the 3D glasses together with the compatible displays and drivers correctly select which frame each eye sees to create actual depth perception in the game.
We are also looking forward to trying out the upcoming multi-monitor stereo rendering: 3D Vision Surround.
Expect to see & hear more about both 3D Vision and 3D Vision Surround in Bad Company 2 after the beta!
HBAO:
HBAO stands for Horizon-based Ambient Occlusion and is a rendering technique developed by Nvidia originally and that we have integrated into Frostbite for use on all DX10 and DX11 graphics cards.
It is a technique that creates soft & realistic contact shadows between objects and can really enhance the visuals but in a quite subtle way. It can be a demanding effect for the graphics card and as such is primarily meant for more higher-end cards. It only is a cost on the GPU, not the CPU.
Since the PC Beta we've done a bunch of optimizations on the effect together with both Nvidia and AMD, so if you had performance problems with it before: please give it a shot again in the retail game if you have a modern & fast GPU!
For the full technical details about how HBAO works, see this presentation by Nvidia from SIGGRAPH 2008: Image-Space Horizon-Based Ambient Occlusion.
Field Of View:
BC2 uses approximately the same vertical field-of-view on all platforms and modes. But as we support arbitrary monitor aspect ratios, you can get different horizontal FOV on different monitor setups - the wider monitor you have the wider horizontal FOV you get, i.e. you actually see more on the sides of the screen.
As widescreen monitors nowadays are even more common (and actually: the new standard) we felt it was very important to support them properly. Which we do in BC2 thanks to handling arbitrary aspect ratios. A positive side effect of this is that Eyefinity also works as it should, i.e. just like a single very wide monitor.
We've seen overwhelming positive feedback for the out-of-the-box support of Eyefinity, but a few select people have voiced some concern that the wide FOV when playing with Eyefinity would be considered cheating. But now when people have been playing the Beta we haven't heard any feedback that Eyefinity have actually been a big practical competitive advantage, it is meant to give you only extra peripheral vision.
The PC as a platform is inherently not a 100% fair playing field as people have always had varying performance, network connection, hardware setups, input devices and new technology - which is also one of the strengths of the platform and something we, and many PC players, would like us to embrace & utilize.
If the community later collectively agrees that Eyefinity is an actual big advantage in multi-player we can look into potentially having it as a server option, but don't think that will be needed.
Another much requested topic is to have a customizable FOV. This is not implemented in the PC Beta, but we are adding a customizable FOV for a future retail patch. The feedback from the Beta about servers, performance & stability have been of a higher priority and needed to be solved first.
Texture Detail & Multi-GPU Support:
The 'High' texture detail level is not included in the PC beta, but is in the retail game which increase texture resolution a bit.
Support for multiple GPUs (AMD Crossfire / Nvidia SLI) in the first PC Beta build was only partially working and could cause visual artifacts. This is improved on in the latest Beta client and since that version we have done additional performance scaling improvements that should be a good benefit.
We would like to thank both AMD and Nvidia for their technical support and assistance during the development of Bad Company 2. Both with the PC-only advanced features and with helping to make sure the game runs and performs well a wide range of graphics cards and configurations. Special thanks to Louis Bavoil (Nvidia) and Nicolas Thibieroz (AMD).
The Future:
If you are interested in more details about DirectX 11 as well as some sneak peaks and technical details about our upcoming Frostbite 2 engine, AMD recently did a big interview with me in their on the AMD Underground blog: "11 Days of DirectX 11: DICE".
Keep in mind that the interview is about the future, beyond Bad Company 2.

Thursday, February 18, 2010

Heroes of Newerth - Beta Key Give Away

So I have 3 more beta keys available for Heroes of Newerth for anyone that's interested. Just leave a comment on this article with your  email address and I'll send it to you. First come first serve basis.

Battlefield: Bad Company 2 BETA - Patch Released

EA and DICE announce the release of a new patch for the Battlefield: Bad Company 2 PC beta: 

So QA found out a debug setting we used for logging errors was causing the CTD's after DICE left work last night. As such the patch is good to be released and is going live now.Steam users will have to wait until this evening to update as we need Valve to wake up to make it live their end. If you want to run the latest version you can uninstall the Steam version and grab the client from any host here, and use the same login details as before.
You can update automatically when loading BFBC2 or you can manually run the updater from your install directory (run as Administrator if you experience update issues or errors).
This update is about performance and stability again. We are not doing any changes to the game's datafiles.
  • Reduced input "lag:"
    • On machines where the CPU would out-run the GPU, sometimes the GPU would queue up several frames' worth of rendering commands. This could lead to the game having a high framerate, but input still feeling very sluggish. Now there's a limiter on how many frames the CPU is allowed to be "ahead" of the GPU. Control this setting via Settings.ini. Default setting: RenderAheadLimit=2

  • Performance optimizations with biggest improvements on dual-core machines

  • Fixed black "masks:"
    • The soot on buildings with holes in them had a bugged renderpath. We switched that over to a more well-tested renderpath.

  • Improved hit-detection:
    • We've gone through the hit detection logic, and client+server will now give more consistent results.

  • Fix for some "rubberbanding" issues:
    • C4 should stay attached to vehicles and not rubberband around

  • Reduced spikes/dips in framerate

  • Various fixes for alt+tab related CTD on Dx9

  • More fixes for random CTD on Dx9

  • Fix for crash when you're in a vehicle that gets destroyed:
    • There was a race condition in the code; System 1 thought "oh hey, you're leaving vehicle X"; System 2 thought "the vehicle got destroyed, let's remove it." If system 2 ran before system 1, chaos would ensue. This was actually fixed in the retail version since a month, but it was only when we got detailed crash reports from the community that we understood *why* the Beta was crashing.

  • Likely bugs in this build:
    • I wouldn't be surprised if it (still) has trouble remembering your settings between rounds. It would be nice to have that fixed too, but it's better to get a patch out now, and look at the settings issues afterward.

  • Tuesday, February 09, 2010

    Steam Mid Week Sale - Trine

    Trine is part of the mid week sale on Steam and can be had for the unbelievably low price of $5.00. 


    Trine is a fantasy action game where the player can create and use physics-based objects to beat hazardous puzzles and threatening enemies. Set in a world of great castles and strange machinery, three heroes are bound to a mysterious device called the Trine in a quest to save the kingdom from evil…
    The gameplay is based on fully interactive physics - each character's different abilities help the player battle an army of undead and defeat hazardous contraptions. The player can at any time freely choose whoever is best suited for the upcoming challenge or puzzle: The Wizard is able to summon objects to help solve puzzles and create new ways to overcome obstacles, the Thief uses her agility and dead-on accuracy to swiftly surprise the monsters, and the Knight unleashes mayhem and physical destruction wherever he goes.
    • Mix Prince of Persia with Flashback, add true innovation and a great graphics engine… a new legend is born!
    • 3 completely different characters to control at any given time:
      • Wizard is able to cast physically simulated objects and levitate them in the totally interactive game world
      • Knight is a mayhem-bringer like no other, able to destroy objects and smash skeletons to pieces with his weapons, including the mighty Storm Hammer!
      • Thief can hit enemies from a distance with her accurate arrows but she also has a grappling hook to easily swing from one platform to another
    • Solve challenges and puzzles in many different ways – combine the characters' abilities and let your mind come up with creative solutions never seen before
    • Characters gain experience points that can be used to upgrade their abilities
    • Fully interactive game world with life-like physics, including "ragdoll" enemies and more physics objects than you can count!
    • Co-op mode for up to 3 players on the same system
    • Based on the proprietary "Frozenbyte GDE" game engine
    • Superb graphics with next-gen visuals using impressive technical effects such as bloom, reflections and realistic shadows, achieved by using state-of-the-art vertex and pixel shaders
    • 15 carefully designed and challenging levels with a distinctly unique atmosphere and graphics, including the Astral Academy, Crystal Caverns, Dragon Graveyard, Forsaken Dungeons, Fangle Forest and the Ruins of the Perished.
    • Many different items to collect - each affecting the characters' abilities
    • Well-hidden secret chests in every level
    • 3 difficulty levels to choose from
    • Amazing 19-track soundtrack composed by acclaimed Ari Pulkkinen
    • Unlock all the Steam Achievements
    Trine has been updated with Steam Cloud support for save game files. Now you can play anywhere and resume right where you left off. In addition to that, language support for French, German, Italian and Spanish has been added. Read on for a full list of features included with this update.

    Sunday, February 07, 2010

    Battlefield: Bad Company 2 - Veteran Status

    Access the following site to claim your veteran status. Battlefield veterans gain access to special unlocks, and if you're worthy, access to the tactical field manual which has intel on maps, vehicles, weapons, strategies and more.

    Friday, February 05, 2010

    Demigod - 75% off

    I received a special code from Stardock to give away that entitles anyone to 75% off Demigod! That means you can own a copy of Demigod for only $8. The first person to claim it by commenting on this post with their email address will be sent the code. Act fast, this offer is only valid till February 18th, 2010.

    Wednesday, February 03, 2010

    Torchlight - Patched to 1.15

    Release notes below:
    Additions:
  • Five new challenge room maps obtainable as rewards for completing various quests from Vasman in Torchlight.

  • New challenges await in the Tomb of the Awakened, Estherian Ruins, Dwarven Fortress, Molten Prison, and Black Palace.

  • Challenge rooms offer players more of an interactive experience, and require some thought to successfully navigate - complete them and reap the rewards!


    Content Fixes:


  • Root Golem Fire Breath now deals damage

  • Ember Bolt had a bad value in higher levels

  • Zealot lightning bolt now does damage

  • Gem effects accumulating when recovering from socketed items

  • Sushi Helm Recipe fix

  • Added Blind Effect for modders

  • New Unittype of Bossmap for modders

  • Multiple spelling fixes

  • Fixed a few spots where floor tiles where missing or had the wrong collision set

  • Fixed various locations where monsters were getting stuck in some levels

  • Limited Multi-language support added for modders ( tool coming )

  • PERCENT_BLEND effect no longer sets the target - for modders

  • Scale effect can now be permanent - for modders Code Fixes

  • Option in Settings file to turn off steam cloud added

  • Settings broke into 2 files. LocalSettings and settings

  • Fixed rare teleport crash

  • Fix for input latency on low FPS for skills; hotbar skills and items

  • Alric Achievement now works on steam

  • Fixed XP not being removed correct after death

  • Passive skills now adhere to equipment requirements

  • Fixed rare case when triggers wouldn't fire correctly

  • Texture overrides fixed in paper doll view

  • Fixed issue with some looping skills