Lonesome | Battlefield 4 Cinematic Video

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author image by Powerbits | 0 Comments | 09/01/2016
  • Graphics
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A nice cinematic masterwork about the beauty of the frostbite 3 engine from Glasse..enjoy

frostbite is a game engine developed by EA Digital Illusions CE, the creators of the Battlefield series. The engine currently is designed for use on Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, and Xbox One platforms and is adapted for a range of video game genres. The engine was first used by DICE to create first-person shooters, but it has been expanded to include various other genres such as racing and real-time strategy and is employed by a number of EA studios. Thus far, the engine is exclusive to Electronic Arts with all titles being published by EA.

https://www.youtube.com/watch?v=EZgD_RekfI8

 

Patrick Bach (DICE) about frostbite: Frostbite 2 had been out for two years and been used for multiple games. But it was developed primarily for Battlefield 3. Just the fact other games are using it is of course a positive, because it gives us more bandwidth and more engineers. EA, instead of buying an engine or developing another engine, they can just add people to the Frostbite project.There’s been a lot of work. Frostbite 3 grew out of where we were with the Frostbite 2 engine. Like Frostbite 2 was tailored to Battlefield 3, Frostbite 3 is now tailored to deliver Battlefield 4. We are the guinea pigs, pushing what is possible to do from a game engine perspective.We’ve come to a point where it’s not important to talk about Frostbite that much. Frostbite is a tool. We have passed the point where we will impress people by talking about the technological wonders. What will impress people is the experience we’ll get from the output from when you use the engine.

It’s like a car engine. Some people care about that, but in general, how fast is it? What does it do? What does it sound like? What does it feel like when I press the pedal to the metal? You don’t care about the nuts and bolts anymore. 30 years ago you could have sold a car based on the engine. Nowadays you take it for granted. It needs to be state of the art, otherwise you don’t want it at all.To us, it’s about the experience you create with the engine that is important. Some people care a lot about, oh, that particle system looked great, or that skin shader looked awesome. And of course that is important for us as developers. But going beyond technology, and not counting polygons, and seeing if you can get people to care about these characters, is to me a great testament of great technology.I’m extremely tech geeky. I care a lot about shaders and polygons, trust me. We all do at DICE. But we saw, and the Frostbite team saw, that for us to evolve beyond that, we needed to stop caring about that. We needed to look at: what is it that we want to create? And then reverse engineer that into what technology we needed to create that.

There have been struggles, of course, with the whole mindset change. When you talk next-gen, we’re not talking consoles, we’re not talking technology anymore, because most new technology is based on an evolution of old technology. It’s more memory. It’s more powerful GPUs. It’s more powerful CPUs. But it’s still the same technology at its core, and you can do more with it.Next-gen needs to be more than just more polygons. To us, it’s like, how do we evolve the gameplay? How do we evolve the narrative? How do we evolve the things around the technology? How do we make it more Battlefield? So, moving elements from multiplayer into single-player is one way of evolving it. How do you get people to care about the characters, is also lifting the bar, rather than just doing the stereotypical stupid shooter, where you don’t care about the missions or why you’re doing what you’re doing, and why do these guys around you even exist?That’s pretty decent. You don’t see that that often in video games. You don’t often even pick up who the characters are. When people are looking away when you cut the leg, even if you don’t see it, to me that’s pretty cool. We created an impression with the audience so you actually care about what you see on screen.

Source: EA/DICE/GLASSE

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