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07:01, 28 February 2013: 82.81.26.238 (talk) triggered filter 172, performing the action "edit" on Frostbite (game engine). Actions taken: Tag; Filter description: Section blanking (examine | diff)

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==References==
{{Reflist|2}}


==External links==
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'{{Infobox software | title = Frostbite | logo = [[File:Frostbite engine logo.png|250px|Frostbite logo]] | logo_caption = | screenshot = | caption = | developer = [[EA Digital Illusions CE]] | platform = [[Microsoft Windows]], [[PlayStation 3]], [[Wii U]]{{Citation needed|date=February 2013}}, [[Xbox 360]] | genre = [[Game engine]] | license = [[Proprietary software|Proprietary]] | website = http://www.dice.se/frostbite }} '''Frostbite''' is a [[game engine]] developed by [[EA Digital Illusions CE]], creators of the [[Battlefield (series)|''Battlefield'' series]]. The engine currently is designed for use on [[Microsoft Windows]], [[PlayStation 3]], [[Wii U]]{{Citation needed|date=February 2013}}, and [[Xbox 360]] 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. DICE used the first generation of the engine for their in-house games ''[[Battlefield: Bad Company]]'', ''[[Battlefield 1943]]'', and ''[[Battlefield: Bad Company 2]]''. The Frostbite engine launched with the release of ''[[Battlefield: Bad Company]]''; subsequent titles employed an updated version referred to as Frostbite 1.5. Frostbite 1.5 was also used for the multiplayer component of ''[[Medal of Honor (2010 video game)|Medal of Honor]]'' which DICE developed. (The single-player was developed by another EA studio with the [[Unreal Engine 3]].) The next generation of the engine, Frostbite 2, debuted with the release of ''[[Battlefield 3]]''.<ref name="bf3fb">{{cite web|url=http://www.gamefront.com/battlefield-3-to-use-dx11-frostbite-2/|title=Battlefield 3 to use DX11, Frostbite 2|publisher=[[GameFront]]|date=2010-08-05|accessdate=2011-01-31}}</ref> The creation of Frostbite 2 started the first usage of the Frostbite engine by other EA studios other than DICE. So far, the games that Frostbite 2 has been implemented in are ''[[Battlefield 3]]'', ''[[Need for Speed: The Run]]'',<ref name="ignnfs">{{cite web|url=http://www.ign.com/articles/2011/04/29/need-for-speed-the-run-announced|title=Need for Speed: The Run Announced|publisher=[[IGN]]|date=2011-04-28|accessdate=2011-04-30}}</ref> and ''[[Medal of Honor: Warfighter]]''.<ref name="MoHwfIGN">{{cite web|url=http://www.ign.com/articles/2012/03/07/a-first-look-at-medal-of-honor-warfighter|title=A First Look at Medal of Honor Warfighter|publisher=IGN|date=2012-03-06|accessdate=2012-03-29}}</ref> Upcoming games using the engine include ''[[Army of Two: The Devil's Cartel]]'',<ref name="Ao2Frost">{{cite web|url=http://www.gamespot.com/news/army-of-two-the-devils-cartel-launching-march-2013-6389819|title=Army of Two: The Devil's Cartel launching March 2013|publisher=[[GameSpot]]|date=2012-08-02|accessdate=2012-09-01}}</ref> ''[[Command & Conquer (2013 video game)|Command & Conquer]]'',<ref name="C&CFB2">{{cite web|url=http://www.gamespot.com/events/gamescom-2012/story.html?sid=6391569|title=Next Command & Conquer goes free-to-play|publisher=GameSpot|date=2012-08-15|accessdate=2012-08-17}}</ref> ''[[Dragon Age III: Inquisition]]''<ref name="DA3Frost">{{cite web|url=http://www.dragonage.com/inquisition|title=An open letter from Mark Darrah, Executive Producer|publisher=[[BioWare]]|date=2012-09-17|accessdate=2012-09-17}}</ref>, the next ''[[Mass Effect]]''<ref name="UpdateBioWareMontreal">{{cite web|title=An Update From BioWare Montreal|url=http://blog.bioware.com/2012/11/12/an-update-from-bioware-montreal/|publisher=BioWare|accessdate=2012-11-12}}</ref>, and the next ''[[Need for Speed]]'' game.<ref name="EAGothenburgIGN">{{cite web|title=EA Gothenburg Working on Next Need for Speed|url=http://www.ign.com/articles/2012/10/08/ea-gothenburg-working-on-next-need-for-speed|publisher=IGN|accessdate=2012-10-08}}</ref><ref name="EAGothenburgEurogamer">{{cite web|title=EA Gothenburg is now Ghost, working on Need for Speed|url=http://www.eurogamer.net/articles/2012-11-15-ea-gothenberg-is-now-ghost-working-on-need-for-speed|publisher=[[Eurogamer]]|accessdate=2012-11-15}}</ref> ==Versions== ===Frostbite 1.0=== Frostbite debuted in 2008 with ''Battlefield: Bad Company''. It features HDR Audio, which adjusts different types of sounds' loudness and lets players hear important sounds clearly even if there are other noises being generated (for example, gunshot sounds are always louder than in-game music; the in-game music will lower in volume while shots are being fired), and Destruction 1.0, which allows the player to destroy certain objects, like walls. ===Frostbite 1.5=== The second version of Frostbite debuted with ''Battlefield 1943'' in 2009. It improved on the in-game destruction capabilities with Destruction 2.0, allowing the player to destroy entire buildings instead of just walls. In 2010, DICE released ''Battlefield: Bad Company 2'' using this version of the engine, which was the first game to bring Frostbite Engine to the Windows platform. The Windows version of the game has minor DirectX 11 shader support; consequently, it doesn't take full advantage of the entire API. The multiplayer component of ''Medal of Honor'' also uses this version of the engine, though with limited in-game destruction capabilities. ===Frostbite 2=== [[File:Frostbite2-realtime-radiosity.jpg|thumb|A demonstration of quasi-realtime [[Radiosity (computer graphics)|radiosity]] from the Frostbite 2 engine.]] The next generation of Frostbite debuted in 2011 with ''[[Battlefield 3]]''. It takes full advantage of the [[DirectX#DirectX 11|DirectX 11]] [[Application programming interface|API]] and [[64-bit computing|64-bit]] processors,<ref>{{cite web|url=http://blogs.amd.com/play/2009/11/16/11-days-of-directx%C2%AE-11-day-six-dice/|title=11 Days of DirectX® 11, Day Six: DICE|last=Ross|first=Peter|publisher=[[Advanced Micro Devices|AMD]]|date=2009-11-16|accessdate=2012-09-02}}</ref> with no support for [[DirectX|DirectX 9]] (nor, therefore, [[Windows XP]]).<ref name="XP&DX">{{cite web|url=http://www.g4tv.com/thefeed/blog/post/709494/battlefield-3-will-not-have-windows-xp-support/|title=Battlefield 3 Will Not Have Windows XP Support|last=Zivalich|first=Nikole|publisher=[[G4 (TV channel)|G4 TV]]|date=2011-01-03|accessdate=2012-08-27}}</ref> It also features enhanced in-game destruction with Destruction 3.0{{Citation needed|date=February 2012}}, creating more refined physics than its predecessor and quasi-realtime radiosity using [[Geomerics]]' Enlighten technology. Additionally an important distinction on its naming is that ''Frostbite 2'' is not called ''Frostbite 2.0''.<ref name="FB2naming">{{cite web|url=http://twitter.com/repi/status/64029372427939840|title=Dudes, it is "Frostbite 2", not "Frostbite 2.0"|last=Andersson|first=Johan, Senior Software Architect in the Frostbite Engine team at EA DICE|publisher=[[Twitter]]|date=2011-04-29|accessdate=2012-08-29}}</ref> DICE has given several presentations on advances in their rendering technology with primary focus on the aspects of Animation, Destruction, Scale, Rendering, and Audio. ; [[SIGGRAPH|SIGGRAPH 2010]] : "Tile-based [[deferred shading]] acceleration" via [[DirectCompute]].<ref name="bending-gfx">{{cite web|url=http://bps10.idav.ucdavis.edu/talks/07-andersson_BendingTheGraphicsPipeline_BPS_SIGGRAPH2010.pdf|title=Bending the Graphics Pipeline|last=Andersson|first=Johan|year=2010}}</ref> This is being ported to the PlayStation 3's [[Cell (microprocessor)#Synergistic Processing Elements (SPE)|SPUs]]. : [[Spatial anti-aliasing|Morphological Anti-Aliasing]] (MLAA), again implemented with DirectCompute, for bandwidth conservation.<ref name="bending-gfx"/> : Quasi-realtime [[Radiosity (computer graphics)|radiosity]] using Enlighten from [[Geomerics]].<ref name="rt-rad">{{cite web|url=http://publications.dice.se/publications.asp?show_category=yes&which_category=Rendering|title=A Real-time Radiosity Architecture|last1=Einarsson|first1=Per (DICE)|last2=Martin|first2=Sam ([[Geomerics]])|publisher=[[SIGGRAPH|SIGGRAPH 2010]]|date=2010-08-01}}</ref> : Improved environmental destruction.<ref>{{cite web|url=http://advances.realtimerendering.com/s2010/Kihl-Destruction%20in%20Frostbite%28SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course%29.pdf|title=Destruction Masking in Frostbite 2 using Volume Distance Fields|last=Kihl|first=Robert|year=2010}}</ref> ; [[Game Developers Conference|GDC 2011]]: : Realtime approximated [[subsurface scattering]].<ref>{{cite web|url=http://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/|title=GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look|last=Barre-Brisebois|first=Colin|date=2011-03-07}}</ref> ; [[SIGGRAPH|SIGGRAPH 2011]]: : Separable [[bokeh]] [[depth of field]]<ref name="SIGGRAPH2011">{{cite web|url=http://advances.realtimerendering.com/s2011/White,%20BarreBrisebois-%20Rendering%20in%20BF3%20%28Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course%29.pdf|title=Real-time rendering SIGGRAPH 2011|accessdate=2012-08-26}}</ref> : Tile-based [[deferred shading]] on Xbox 360<ref name="SIGGRAPH2011"/> : Temporally stable [[screen space ambient occlusion]] (SSAO)<ref name="SIGGRAPH2011"/> ; GeForce LAN 6 : DICE's lead graphics guru, Johan Andersson, presents an in-depth examination of ''Battlefield 3's'' game engine and visuals.<ref>{{cite web|url=http://www.youtube.com/playlist?list=PLF8BD90EA590F5B01|title=Battlefield 3 GeForce LAN 6 Graphics Presentation|publisher=[[Nvidia]]|date=2011-10}}</ref> ; Other : Streaming data from disc to memory: "We can have 512 megs every hundred metres if we wanted to."<ref>{{cite web|url=http://www.totalpcgaming.com/previews/battlefield-3-preview/3/|title=Battlefield 3 preview|publisher=[[Total PC Gaming]]|date=2011-07}}</ref> ==Development== Frostbite 1.5 games are built using a complicated chain of compilers, version control and distributed caches, making it very difficult to install to a new environment: it took a week for one DICE employee to set the system up outside the company's offices.<ref name=dice-pipeline>{{cite web|url=http://forums.electronicarts.co.uk/18438346-post1.html|title=So how about modtools?|last=Kalms|first=Mikael|date=2010-09-20}}{{Dead link|date=January 2013}}</ref> Frostbite 2 is said to greatly improve this "flaky" pipeline, and DICE has not ruled out the feasibility of releasing [[Mod (video gaming)|mod tools]] for it.<ref name=ku-bc2_mods>{{cite web|url=http://kotaku.com/5485700/bad-company-2-devs-have-nothing-but-love-for-the-modding-community|title=Bad Company 2 Devs Have Nothing But Love For The Modding Community|last=Fahey|first=Mike|publisher=[[Kotaku]]|date=2010-03-04}}</ref> ==Games using Frostbite== <div style="max-width:115em; -width:100%"><!-- not all browsers correctly implement max-width, but use it for browsers that do --> {| class="wikitable sortable" style="width:100%;" |- !width=15%|Title !width=10%|Year !width=10%|Engine Version !width=10%|Developer(s) !width=10%|Platform(s) !width=10%|Genre(s) !width=8%|DirectX 9.0c !width=5%|DirectX 10 !width=5%|DirectX 11 |- | ''[[Battlefield: Bad Company]]'' | 2008 | 1.0 | [[EA Digital Illusions CE]] | [[PlayStation 3]], [[Xbox 360]] | [[First-person shooter]] | align="center" | {{N}} | align="center" | {{N}} | align="center" | {{N}} |- | ''[[Battlefield 1943]]'' | 2009<ref name="release date">{{cite web|url=http://www.joystiq.com/2009/07/02/battlefield-1943-declares-war-next-week-starting-july-8/|title=Battlefield 1943 declares war next week, starting July 8|last=Sliwinski|first=Alexander|date=2009-07-02|publisher=[[Joystiq]]|accessdate=2009-07-06}}</ref> | 1.5 | [[EA Digital Illusions CE]] | [[PlayStation 3]], [[Xbox 360]] | [[First-person shooter]] | align="center" | {{N}} | align="center" | {{N}} | align="center" | {{N}} |- | ''[[Battlefield: Bad Company 2]]'' | 2010 | 1.5 | [[EA Digital Illusions CE]] | [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]] | [[First-person shooter]] | align="center" | {{Y}} | align="center" | {{Y}} | align="center" | {{Y}} |- | ''[[Medal of Honor (2010 video game)|Medal of Honor]]'' ([[Multiplayer video game|multiplayer only]]) | 2010 | 1.5 | [[EA Digital Illusions CE]] | [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]] | [[First-person shooter]] | align="center" | {{Y}} | align="center" | {{Y}} | align="center" | {{Y}} |- | ''[[Battlefield: Bad Company 2#Expansion pack|Battlefield: Bad Company 2: Vietnam]]'' | 2010<ref>{{cite web|url=http://www.game-debate.com/news/?news=610&game=Battlefield%20Bad%20Company%202:%20Vietnam&title=Battlefield%20Bad%20Company%202%20Vietnam%20Release%20Date|title=Battlefield Bad Company 2 Vietnam Release Date|publisher=[http://www.game-debate.com/ Game-Debate]|accessdate=2010-11-30}}</ref> | 1.5 | [[EA Digital Illusions CE]] | [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]] | [[First-person shooter]] | align="center" | {{Y}} | align="center" | {{Y}} | align="center" | {{Y}} |- | ''[[Battlefield 3]]'' | 2011<ref>{{cite web|url=http://www.eurogamer.net/articles/2011-06-06-battlefield-3-release-date-announced|title=Battlefield 3 release date announced|publisher=Eurogamer|date=2011-06-06|accessdate=2012-08-04}}</ref> | 2 | [[EA Digital Illusions CE]] | [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]] | [[First-person shooter]] | align="center" | {{N}} | align="center" | {{Y}} | align="center" | {{Y}} |- | ''[[Need for Speed: The Run]]'' | 2011 | 2 | [[EA Black Box]] | [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]] | [[Racing video game|Racing]] | align="center" | {{N}} | align="center" | {{Y}} | align="center" | {{Y}} |- | ''[[Medal of Honor: Warfighter]]''<ref name="MoHwfIGN"/> | 2012 | 2 | [[Danger Close Games]] | [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]] | [[First-person shooter]] | align="center" | {{N}} | align="center" | {{Y}} | align="center" | {{Y}} |- | ''[[Army of Two: The Devil's Cartel]]''<ref name="Ao2Frost"/> | 2013 | 2 | [[Visceral Games]] | [[PlayStation 3]], [[Xbox 360]] | [[Third-person shooter]] | align="center" | {{N}} | align="center" | {{N}} | align="center" | {{N}} |- | ''[[Command & Conquer (2013 video game)|Command & Conquer]]'' | 2013 | 2 | [[EA Victory Games|Victory Games]] | [[Microsoft Windows]]<ref>{{cite web|url=http://www.joystiq.com/2011/12/10/bioware-announces-command-and-conquer-generals-2/|title=BioWare announces Command and Conquer: Generals 2|publisher=Joystiq|date=2011-12-10|accessdate=2012-07-27}}</ref> | [[Real-time strategy]] | align="center" | {{N}} | align="center" | {{Y}} | align="center" | {{Y}} |- | ''[[Dragon Age III: Inquisition]]''<ref name="RPSDA3">{{cite web|url=http://www.rockpapershotgun.com/2012/09/17/everybody-expected-it-dragon-age-iii-inquisitor/|title=Everybody Expected It – Dragon Age III: Inquisition|publisher=[[Rock, Paper, Shotgun]]|accessdate=2012-09-17}}</ref> | 2013 | 2 | [[BioWare]] | TBA | [[Role-playing video game|Role-playing]] | align="center" | {{?}} | align="center" | {{?}} | align="center" | {{?}} |- | ''[[Battlefield 4]]''<ref name="BF4OfficialSite-Beta">{{cite web|url=http://www.battlefield.com/battlefield-4|title=Battlefield 4 Beta|publisher=[[Electronic Arts]]|accessdate=2012-08-28}}</ref> | Early 2014 | TBA | [[EA Digital Illusions CE]] | TBA | [[First-person shooter]] | align="center" | {{?}} | align="center" | {{?}} | align="center" | {{?}} |- | Untitled ''[[Mass Effect]]'' game<ref name="UpdateBioWareMontreal"/><ref name="MEFrostbite">{{cite web|url=http://www.vg247.com/2012/11/12/mass-effect-4-uses-frostbite-2-is-respectful-of-previous-games-bioware/|title=Mass Effect 4 uses Frostbite 2, is ‘respectful’ of previous games – BioWare|last=Cook|first=Dave|publisher=[[VG247]]|date=2012-11-12|accessdate=2013-01-24}}</ref> | TBA | 2 | [[BioWare]] | TBA | [[Action role-playing game|Action role-playing]], [[third-person shooter]] | align="center" | {{?}} | align="center" | {{?}} | align="center" | {{?}} |- | Untitled ''[[Need for Speed]]'' game<ref name="EAGothenburgIGN"/><ref name="EAGothenburgEurogamer"/> | TBA | 2 | Ghost Games (EA Gothenburg) | TBA | [[Racing video game|Racing]] | align="center" | {{?}} | align="center" | {{?}} | align="center" | {{?}} |} </div> ==References== {{Reflist|2}} ==External links== * [http://developer.amd.com/assets/Andersson-Tatarchuk-FrostbiteRenderingArchitecture%28GDC07_AMD_Session%29.pdf Frostbite Rendering Architecture] * [http://www.dice.se/publications DICE Publications] * [http://www.dice.se/ DICE's Official Homepage] * [http://www.geomerics.com/ Geomerics' Official Homepage] {{Electronic Arts}} {{Video game engines}} [[Category:2008 software]] [[Category:Electronic Arts]] [[Category:Video game engines]] [[ko:프로스트바이트 (게임 엔진)]]'
New page wikitext, after the edit (new_wikitext)
'{{Infobox software | title = Frostbite | logo = [[File:Frostbite engine logo.png|250px|Frostbite logo]] | logo_caption = | screenshot = | caption = | developer = [[EA Digital Illusions CE]] | platform = [[Microsoft Windows]], [[PlayStation 3]], [[Wii U]]{{Citation needed|date=February 2013}}, [[Xbox 360]] | genre = [[Game engine]] | license = [[Proprietary software|Proprietary]] | website = http://www.dice.se/frostbite }} '''Frostbite''' is a [[game engine]] developed by [[EA Digital Illusions CE]], creators of the [[Battlefield (series)|''Battlefield'' series]]. The engine currently is designed for use on [[Microsoft Windows]], [[PlayStation 3]], [[Wii U]]{{Citation needed|date=February 2013}}, and [[Xbox 360]] 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. DICE used the first generation of the engine for their in-house games ''[[Battlefield: Bad Company]]'', ''[[Battlefield 1943]]'', and ''[[Battlefield: Bad Company 2]]''. The Frostbite engine launched with the release of ''[[Battlefield: Bad Company]]''; subsequent titles employed an updated version referred to as Frostbite 1.5. Frostbite 1.5 was also used for the multiplayer component of ''[[Medal of Honor (2010 video game)|Medal of Honor]]'' which DICE developed. (The single-player was developed by another EA studio with the [[Unreal Engine 3]].) The next generation of the engine, Frostbite 2, debuted with the release of ''[[Battlefield 3]]''.<ref name="bf3fb">{{cite web|url=http://www.gamefront.com/battlefield-3-to-use-dx11-frostbite-2/|title=Battlefield 3 to use DX11, Frostbite 2|publisher=[[GameFront]]|date=2010-08-05|accessdate=2011-01-31}}</ref> The creation of Frostbite 2 started the first usage of the Frostbite engine by other EA studios other than DICE. So far, the games that Frostbite 2 has been implemented in are ''[[Battlefield 3]]'', ''[[Need for Speed: The Run]]'',<ref name="ignnfs">{{cite web|url=http://www.ign.com/articles/2011/04/29/need-for-speed-the-run-announced|title=Need for Speed: The Run Announced|publisher=[[IGN]]|date=2011-04-28|accessdate=2011-04-30}}</ref> and ''[[Medal of Honor: Warfighter]]''.<ref name="MoHwfIGN">{{cite web|url=http://www.ign.com/articles/2012/03/07/a-first-look-at-medal-of-honor-warfighter|title=A First Look at Medal of Honor Warfighter|publisher=IGN|date=2012-03-06|accessdate=2012-03-29}}</ref> Upcoming games using the engine include ''[[Army of Two: The Devil's Cartel]]'',<ref name="Ao2Frost">{{cite web|url=http://www.gamespot.com/news/army-of-two-the-devils-cartel-launching-march-2013-6389819|title=Army of Two: The Devil's Cartel launching March 2013|publisher=[[GameSpot]]|date=2012-08-02|accessdate=2012-09-01}}</ref> ''[[Command & Conquer (2013 video game)|Command & Conquer]]'',<ref name="C&CFB2">{{cite web|url=http://www.gamespot.com/events/gamescom-2012/story.html?sid=6391569|title=Next Command & Conquer goes free-to-play|publisher=GameSpot|date=2012-08-15|accessdate=2012-08-17}}</ref> ''[[Dragon Age III: Inquisition]]''<ref name="DA3Frost">{{cite web|url=http://www.dragonage.com/inquisition|title=An open letter from Mark Darrah, Executive Producer|publisher=[[BioWare]]|date=2012-09-17|accessdate=2012-09-17}}</ref>, the next ''[[Mass Effect]]''<ref name="UpdateBioWareMontreal">{{cite web|title=An Update From BioWare Montreal|url=http://blog.bioware.com/2012/11/12/an-update-from-bioware-montreal/|publisher=BioWare|accessdate=2012-11-12}}</ref>, and the next ''[[Need for Speed]]'' game.<ref name="EAGothenburgIGN">{{cite web|title=EA Gothenburg Working on Next Need for Speed|url=http://www.ign.com/articles/2012/10/08/ea-gothenburg-working-on-next-need-for-speed|publisher=IGN|accessdate=2012-10-08}}</ref><ref name="EAGothenburgEurogamer">{{cite web|title=EA Gothenburg is now Ghost, working on Need for Speed|url=http://www.eurogamer.net/articles/2012-11-15-ea-gothenberg-is-now-ghost-working-on-need-for-speed|publisher=[[Eurogamer]]|accessdate=2012-11-15}}</ref> ==Versions== ===Frostbite 1.0=== Frostbite debuted in 2008 with ''Battlefield: Bad Company''. It features HDR Audio, which adjusts different types of sounds' loudness and lets players hear important sounds clearly even if there are other noises being generated (for example, gunshot sounds are always louder than in-game music; the in-game music will lower in volume while shots are being fired), and Destruction 1.0, which allows the player to destroy certain objects, like walls. ===Frostbite 1.5=== The second version of Frostbite debuted with ''Battlefield 1943'' in 2009. It improved on the in-game destruction capabilities with Destruction 2.0, allowing the player to destroy entire buildings instead of just walls. In 2010, DICE released ''Battlefield: Bad Company 2'' using this version of the engine, which was the first game to bring Frostbite Engine to the Windows platform. The Windows version of the game has minor DirectX 11 shader support; consequently, it doesn't take full advantage of the entire API. The multiplayer component of ''Medal of Honor'' also uses this version of the engine, though with limited in-game destruction capabilities. ===Frostbite 2=== [[File:Frostbite2-realtime-radiosity.jpg|thumb|A demonstration of quasi-realtime [[Radiosity (computer graphics)|radiosity]] from the Frostbite 2 engine.]] The next generation of Frostbite debuted in 2011 with ''[[Battlefield 3]]''. It takes full advantage of the [[DirectX#DirectX 11|DirectX 11]] [[Application programming interface|API]] and [[64-bit computing|64-bit]] processors,<ref>{{cite web|url=http://blogs.amd.com/play/2009/11/16/11-days-of-directx%C2%AE-11-day-six-dice/|title=11 Days of DirectX® 11, Day Six: DICE|last=Ross|first=Peter|publisher=[[Advanced Micro Devices|AMD]]|date=2009-11-16|accessdate=2012-09-02}}</ref> with no support for [[DirectX|DirectX 9]] (nor, therefore, [[Windows XP]]).<ref name="XP&DX">{{cite web|url=http://www.g4tv.com/thefeed/blog/post/709494/battlefield-3-will-not-have-windows-xp-support/|title=Battlefield 3 Will Not Have Windows XP Support|last=Zivalich|first=Nikole|publisher=[[G4 (TV channel)|G4 TV]]|date=2011-01-03|accessdate=2012-08-27}}</ref> It also features enhanced in-game destruction with Destruction 3.0{{Citation needed|date=February 2012}}, creating more refined physics than its predecessor and quasi-realtime radiosity using [[Geomerics]]' Enlighten technology. Additionally an important distinction on its naming is that ''Frostbite 2'' is not called ''Frostbite 2.0''.<ref name="FB2naming">{{cite web|url=http://twitter.com/repi/status/64029372427939840|title=Dudes, it is "Frostbite 2", not "Frostbite 2.0"|last=Andersson|first=Johan, Senior Software Architect in the Frostbite Engine team at EA DICE|publisher=[[Twitter]]|date=2011-04-29|accessdate=2012-08-29}}</ref> DICE has given several presentations on advances in their rendering technology with primary focus on the aspects of Animation, Destruction, Scale, Rendering, and Audio. ; [[SIGGRAPH|SIGGRAPH 2010]] : "Tile-based [[deferred shading]] acceleration" via [[DirectCompute]].<ref name="bending-gfx">{{cite web|url=http://bps10.idav.ucdavis.edu/talks/07-andersson_BendingTheGraphicsPipeline_BPS_SIGGRAPH2010.pdf|title=Bending the Graphics Pipeline|last=Andersson|first=Johan|year=2010}}</ref> This is being ported to the PlayStation 3's [[Cell (microprocessor)#Synergistic Processing Elements (SPE)|SPUs]]. : [[Spatial anti-aliasing|Morphological Anti-Aliasing]] (MLAA), again implemented with DirectCompute, for bandwidth conservation.<ref name="bending-gfx"/> : Quasi-realtime [[Radiosity (computer graphics)|radiosity]] using Enlighten from [[Geomerics]].<ref name="rt-rad">{{cite web|url=http://publications.dice.se/publications.asp?show_category=yes&which_category=Rendering|title=A Real-time Radiosity Architecture|last1=Einarsson|first1=Per (DICE)|last2=Martin|first2=Sam ([[Geomerics]])|publisher=[[SIGGRAPH|SIGGRAPH 2010]]|date=2010-08-01}}</ref> : Improved environmental destruction.<ref>{{cite web|url=http://advances.realtimerendering.com/s2010/Kihl-Destruction%20in%20Frostbite%28SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course%29.pdf|title=Destruction Masking in Frostbite 2 using Volume Distance Fields|last=Kihl|first=Robert|year=2010}}</ref> ; [[Game Developers Conference|GDC 2011]]: : Realtime approximated [[subsurface scattering]].<ref>{{cite web|url=http://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/|title=GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look|last=Barre-Brisebois|first=Colin|date=2011-03-07}}</ref> ; [[SIGGRAPH|SIGGRAPH 2011]]: : Separable [[bokeh]] [[depth of field]]<ref name="SIGGRAPH2011">{{cite web|url=http://advances.realtimerendering.com/s2011/White,%20BarreBrisebois-%20Rendering%20in%20BF3%20%28Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course%29.pdf|title=Real-time rendering SIGGRAPH 2011|accessdate=2012-08-26}}</ref> : Tile-based [[deferred shading]] on Xbox 360<ref name="SIGGRAPH2011"/> : Temporally stable [[screen space ambient occlusion]] (SSAO)<ref name="SIGGRAPH2011"/> ; GeForce LAN 6 : DICE's lead graphics guru, Johan Andersson, presents an in-depth examination of ''Battlefield 3's'' game engine and visuals.<ref>{{cite web|url=http://www.youtube.com/playlist?list=PLF8BD90EA590F5B01|title=Battlefield 3 GeForce LAN 6 Graphics Presentation|publisher=[[Nvidia]]|date=2011-10}}</ref> ; Other : Streaming data from disc to memory: "We can have 512 megs every hundred metres if we wanted to."<ref>{{cite web|url=http://www.totalpcgaming.com/previews/battlefield-3-preview/3/|title=Battlefield 3 preview|publisher=[[Total PC Gaming]]|date=2011-07}}</ref> ==Development== Frostbite 1.5 games are built using a complicated chain of compilers, version control and distributed caches, making it very difficult to install to a new environment: it took a week for one DICE employee to set the system up outside the company's offices.<ref name=dice-pipeline>{{cite web|url=http://forums.electronicarts.co.uk/18438346-post1.html|title=So how about modtools?|last=Kalms|first=Mikael|date=2010-09-20}}{{Dead link|date=January 2013}}</ref> Frostbite 2 is said to greatly improve this "flaky" pipeline, and DICE has not ruled out the feasibility of releasing [[Mod (video gaming)|mod tools]] for it.<ref name=ku-bc2_mods>{{cite web|url=http://kotaku.com/5485700/bad-company-2-devs-have-nothing-but-love-for-the-modding-community|title=Bad Company 2 Devs Have Nothing But Love For The Modding Community|last=Fahey|first=Mike|publisher=[[Kotaku]]|date=2010-03-04}}</ref> ==Games using Frostbite== <div style="max-width:115em; -width:100%"><!-- not all browsers correctly implement max-width, but use it for browsers that do --> {| class="wikitable sortable" style="width:100%;" |- !width=15%|Title !width=10%|Year !width=10%|Engine Version !width=10%|Developer(s) !width=10%|Platform(s) !width=10%|Genre(s) !width=8%|DirectX 9.0c !width=5%|DirectX 10 !width=5%|DirectX 11 |- | ''[[Battlefield: Bad Company]]'' | 2008 | 1.0 | [[EA Digital Illusions CE]] | [[PlayStation 3]], [[Xbox 360]] | [[First-person shooter]] | align="center" | {{N}} | align="center" | {{N}} | align="center" | {{N}} |- | ''[[Battlefield 1943]]'' | 2009<ref name="release date">{{cite web|url=http://www.joystiq.com/2009/07/02/battlefield-1943-declares-war-next-week-starting-july-8/|title=Battlefield 1943 declares war next week, starting July 8|last=Sliwinski|first=Alexander|date=2009-07-02|publisher=[[Joystiq]]|accessdate=2009-07-06}}</ref> | 1.5 | [[EA Digital Illusions CE]] | [[PlayStation 3]], [[Xbox 360]] | [[First-person shooter]] | align="center" | {{N}} | align="center" | {{N}} | align="center" | {{N}} |- | ''[[Battlefield: Bad Company 2]]'' | 2010 | 1.5 | [[EA Digital Illusions CE]] | [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]] | [[First-person shooter]] | align="center" | {{Y}} | align="center" | {{Y}} | align="center" | {{Y}} |- | ''[[Medal of Honor (2010 video game)|Medal of Honor]]'' ([[Multiplayer video game|multiplayer only]]) | 2010 | 1.5 | [[EA Digital Illusions CE]] | [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]] | [[First-person shooter]] | align="center" | {{Y}} | align="center" | {{Y}} | align="center" | {{Y}} |- | ''[[Battlefield: Bad Company 2#Expansion pack|Battlefield: Bad Company 2: Vietnam]]'' | 2010<ref>{{cite web|url=http://www.game-debate.com/news/?news=610&game=Battlefield%20Bad%20Company%202:%20Vietnam&title=Battlefield%20Bad%20Company%202%20Vietnam%20Release%20Date|title=Battlefield Bad Company 2 Vietnam Release Date|publisher=[http://www.game-debate.com/ Game-Debate]|accessdate=2010-11-30}}</ref> | 1.5 | [[EA Digital Illusions CE]] | [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]] | [[First-person shooter]] | align="center" | {{Y}} | align="center" | {{Y}} | align="center" | {{Y}} |- | ''[[Battlefield 3]]'' | 2011<ref>{{cite web|url=http://www.eurogamer.net/articles/2011-06-06-battlefield-3-release-date-announced|title=Battlefield 3 release date announced|publisher=Eurogamer|date=2011-06-06|accessdate=2012-08-04}}</ref> | 2 | [[EA Digital Illusions CE]] | [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]] | [[First-person shooter]] | align="center" | {{N}} | align="center" | {{Y}} | align="center" | {{Y}} |- | ''[[Need for Speed: The Run]]'' | 2011 | 2 | [[EA Black Box]] | [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]] | [[Racing video game|Racing]] | align="center" | {{N}} | align="center" | {{Y}} | align="center" | {{Y}} |- | ''[[Medal of Honor: Warfighter]]''<ref name="MoHwfIGN"/> | 2012 | 2 | [[Danger Close Games]] | [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]] | [[First-person shooter]] | align="center" | {{N}} | align="center" | {{Y}} | align="center" | {{Y}} |- | ''[[Army of Two: The Devil's Cartel]]''<ref name="Ao2Frost"/> | 2013 | 2 | [[Visceral Games]] | [[PlayStation 3]], [[Xbox 360]] | [[Third-person shooter]] | align="center" | {{N}} | align="center" | {{N}} | align="center" | {{N}} |- | ''[[Command & Conquer (2013 video game)|Command & Conquer]]'' | 2013 | 2 | [[EA Victory Games|Victory Games]] | [[Microsoft Windows]]<ref>{{cite web|url=http://www.joystiq.com/2011/12/10/bioware-announces-command-and-conquer-generals-2/|title=BioWare announces Command and Conquer: Generals 2|publisher=Joystiq|date=2011-12-10|accessdate=2012-07-27}}</ref> | [[Real-time strategy]] | align="center" | {{N}} | align="center" | {{Y}} | align="center" | {{Y}} |- | ''[[Dragon Age III: Inquisition]]''<ref name="RPSDA3">{{cite web|url=http://www.rockpapershotgun.com/2012/09/17/everybody-expected-it-dragon-age-iii-inquisitor/|title=Everybody Expected It – Dragon Age III: Inquisition|publisher=[[Rock, Paper, Shotgun]]|accessdate=2012-09-17}}</ref> | 2013 | 2 | [[BioWare]] | TBA | [[Role-playing video game|Role-playing]] | align="center" | {{?}} | align="center" | {{?}} | align="center" | {{?}} |- | ''[[Battlefield 4]]''<ref name="BF4OfficialSite-Beta">{{cite web|url=http://www.battlefield.com/battlefield-4|title=Battlefield 4 Beta|publisher=[[Electronic Arts]]|accessdate=2012-08-28}}</ref> | Early 2014 | TBA | [[EA Digital Illusions CE]] | TBA | [[First-person shooter]] | align="center" | {{?}} | align="center" | {{?}} | align="center" | {{?}} |- | Untitled ''[[Mass Effect]]'' game<ref name="UpdateBioWareMontreal"/><ref name="MEFrostbite">{{cite web|url=http://www.vg247.com/2012/11/12/mass-effect-4-uses-frostbite-2-is-respectful-of-previous-games-bioware/|title=Mass Effect 4 uses Frostbite 2, is ‘respectful’ of previous games – BioWare|last=Cook|first=Dave|publisher=[[VG247]]|date=2012-11-12|accessdate=2013-01-24}}</ref> | TBA | 2 | [[BioWare]] | TBA | [[Action role-playing game|Action role-playing]], [[third-person shooter]] | align="center" | {{?}} | align="center" | {{?}} | align="center" | {{?}} |- | Untitled ''[[Need for Speed]]'' game<ref name="EAGothenburgIGN"/><ref name="EAGothenburgEurogamer"/> | TBA | 2 | Ghost Games (EA Gothenburg) | TBA | [[Racing video game|Racing]] | align="center" | {{?}} ==External links== * [http://developer.amd.com/assets/Andersson-Tatarchuk-FrostbiteRenderingArchitecture%28GDC07_AMD_Session%29.pdf Frostbite Rendering Architecture] * [http://www.dice.se/publications DICE Publications] * [http://www.dice.se/ DICE's Official Homepage] * [http://www.geomerics.com/ Geomerics' Official Homepage] {{Electronic Arts}} {{Video game engines}} [[Category:2008 software]] [[Category:Electronic Arts]] [[Category:Video game engines]] [[ko:프로스트바이트 (게임 엔진)]]'
Whether or not the change was made through a Tor exit node (tor_exit_node)
0
Unix timestamp of change (timestamp)
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