Tech Analysis: Battlefield 3 PC

Tomorrow's technology today.

For many PC gamers there is a nasty stigma attached to multi-platform releases. The common criticism is that the development of games on the PC platform, not to mention the commercial uptake of GPU hardware tailored towards new technologies such as DirectX 11, has been hamstrung by developers' growing attention towards the console platforms over the years.

Of course, this is the natural result of a marketing drive inherent in publishers who, in a bid to maximise their potential audience, continue to encourage developers to cater their fundamental game design choices towards much older console architecture. Sadly, this is so often followed by an unambitious, token PC release trickling in a few months later, showing little in the way of technological progress over what could have been achieved years ago on the platform.

Meanwhile, with both Sony and Microsoft are still evidently committed to keeping their current generation of consoles in contention for as long as possible, it would seem that using the PC to showcase the possibilities of next generation hardware is incongruent with the notion of creating a successful multi-platform title. Fortunately, Battlefield 3 is now here to make that stand, and to prove that it's possible to have it both ways.

As shown by our recent Battlefield 3 Face-Off feature, series developer DICE has achieved something special here on all three platforms, proving that they've honed their multi-platform juggling skills further since their last release. Previously on the PC side, criticisms were levelled at Battlefield Bad Company 2 for its smaller environments and a limit of only 32 players maximum per server, which rang false to fans who were used to the 64 player capacity of previous games. Promises were made at the start of Battlefield 3's development, however, that the PC version's 64 player count would make a comeback, and that it would be the one to take the greatest advantage of their newly revised Frostbite 2 engine

The Rise of DirectX 11

Just last month, DICE's rendering architect Johan Andersson explained the finer details of this upgrade during a presentation at the GeForce LAN 6 conference. The first sign that things were working in the progressive PC gamer's favour was the announcement that support for Windows XP and DirectX 9 was in fact being dropped entirely.

A clean break to DX11 offers many benefits in performance, including optimised streaming, Compute Shader support, and Order Independent Transparencies (OIT). On the first point, Andersson describes how in older versions of DirectX "there would be CPU spikes as it streams in new content, because the APIs weren't designed for this approach. We've been working pretty closely with Microsoft and NVIDIA to come up with a solution in DX11 where you can have a separate thread that creates all the textures and meshes, and the drivers are specifically optimised for this."

The net result of this, he continues, is that it "makes sure that these giant textures are loading or uploaded in parallel so you don't see any CPU stalls."

Such improvements to the rendering pipeline inevitably entitles DICE to more creative breathing room when it comes to designing densely-packed levels. Multiplayer stages are now strewn with objects that can be instanced; a process whereby repeated rendering of the same object across a level, from plastic baskets to identical buildings or warehouses, can be achieved within a single draw call to the GPU. This means that the viewing distance on objects can subsequently be increased for all graphical configurations.

This settings comparison video shows how geometry meshes are uniform across all settings (though LODs will differ), while implementations of texturing and shadowing differ wildly. Use the full-screen button for 720p resolution.

A significant benefit to utilising DX10 and 11 exclusively is the way it enforces a consistent visual standard across all graphical settings. Although the single player campaign offers a much more restrictive, linear experience compared to the multiplayer, the above video shows how closely matched these settings can be in like-for-like situations. Our mid-level PC build, equipped with an Intel Q6600 processor and a DX11 compatible Radeon HD 6870 card, could achieve stable frame rates on anything up to the "Ultra" graphical bracket without issue.

Perhaps more impressive though is how all geometry meshes and character models look by comparison even on the lowest setting, with only the dithered shadows being an obvious point of distinction between the settings. Minor objects on the floor may take a massive nosedive in texture resolution, much like the floor texturing itself, but they all stand present and correct with no omissions. It's the same case for foliage on trees, and the smaller sprites used on grass tufts, which services the fairness of the multiplayer mode where any such element could be used for cover.

On the multiplayer front, the decision to go with these new APIs has a massive impact on the actual competitive playability of the game. For example, another of the major additions offered here are Order Independent Transparencies, allowing for effective blending of multiple layered transparency effects, particularly in cases where they overlap and interact with each other. Once written out to memory, these layered effects can also be blended with atomic particles, such as ash or sparks, giving a much busier look to indoor scenes. Much like the many post-processing effects used by the game, this obscures the player's view in a realistic manner. Also interesting is that smoke has real volume in Battlefield 3, to the point where it casts shadows.

In practise, this means that looking through a sequence of two or more muddied glass panes with lit particle effects flying about between them resolves itself without errors. An attempt to sidestep the issue for the sake of DX9 support could have invoked crude simplifications or even omissions to the visual make-up of the game, which wouldn't have been ideal for an even multiplayer experience. Much like the notion of removing any foliage or objects in a scene, such a clinical, pared down look would have given those running on lower settings an unfair advantage.

Much like in Bad Company 2, tessellation is also a staple feature in the DX11 incarnation of the game, though the implementation is more accomplished in the new game. This provides extra 3D definition to textures by approximating a small mesh around portions of otherwise flat surfaces, or elements of geometry. The result here is well worthwhile. Cobblestones and ruined roads now show convincing peaks and troughs in formation, while meshes on characters are much more distinct.

Lights, Camera, Action

These optimisations also extend to lighting, which is often cited by DICE as the biggest step forward for the engine. It is now capable of many more light sources thanks to Compute Shader support, which presents a new way for programmers to write for graphics hardware. The idea is reminiscent of Killzone 3's deferred shading, but in this case the GPU is being treated like a parallel CPU, with the lighting implemented in a separate pass to the main rendering.

The rendering pipeline now sees the general geometric layout of a scene being sent to the GPU as a large G-buffer, at which point the tile-based lighting model fills in by the pixel at a later stage. This is rather than addressing each object with a lighting in one concurrent pass, as per the conventional solution. Thanks to the culling of unneeded light sources afforded by this selective approach, this allows for everything from emissive particles to specular highlights to run in tandem whilst saving greatly on RAM bandwidth on more restrictive cards.

The importance of such a streamlined method of rendering lighting to a scene is not to be understated, and even manifests itself in particle effects such as ash or dust. Not only can these particles reflect and inflict shadows of their own accord as they float mid-air, but they can also serve as small dynamic, light sources themselves.

DICE's Johan Andersson has much to say on the matter, explaining that "we can also have destructible light sources, and animating light sources. The cost of the lighting in a scene is more dependent on the number of pixels the lighting covers, rather than the number of objects it covers. So we can have a highly flexible lighting scheme here."

This new approach realises a game experience that wasn't possible before, with even flashlights and laser-sights now producing a blinding bloom effect over the player's field of view. For DICE, the principle of bloom is very much considered a part of the High Dynamic Range (HDR) pipeline, whereby if a light source exceeds the average contrast value in any given environment, it bleeds over. Although its implementation on flash-lights can be slightly overbearing at times, particularly during levels set during daylight where they perhaps shouldn't have so great an influence by contrast to the global illumination, it is still impressive to have the effect implemented into the run of play.

Advanced Anti-Aliasing Support

There are subtle drawbacks to using HDR post processing such as this, however, as it is factored in at a much later stage in the processing cycle. In particular, this has an impact on the effectiveness of conventional Multi-Sample Anti Aliasing (MSAA), which is oblivious to how the final image is effected after its application. This is where DICE's inclusion of Fast Approximate Anti Aliasing (FXAA) option in the graphics settings becomes relevant. As another form of post-processing that functions at a pixel level, it can soften the high contrast edges left on decorative elements such as fences or foliage.

Offered at three levels of intensity, including low, medium and high, FXAA softens the overall image ever so slightly, but has a keen eye for the jagged edges left on 2D elements especially - an area that sample-based AA techniques can't detect easily. It also does a good job of softening the straight edges without being too much of a drain on the GPU's resources. Given that 4x MSAA incurs a massive increase to the required fill-rate on a graphics card, this alternative solution does a very respectable job of cleaning up the image on a much lower processing budget.

That being said, by offering both options to the player there's the possibility of reaping the benefits of each by having them run in tandem. While FXAA's pixel-level approach may pick up on jaggies left by leaves, power lines and crate grills, MSAA's ability to analyse edges at a geometry level means that it can catch out smaller, thinner details in objects that wouldn't be detected by the former method. So by having both running in conjunction at the highest settings, a more thorough dissection of each frame's high contrast edges is possible, making for a remarkably smooth image.

Physical Effects

Another major point of revision for Frostbite 2 is its proprietary physics and destruction engine. Above all else, the changes made here have the most tangible effect on how a multiplayer game plays out, with chunks of a concrete wall being procedurally chipped away to reveal sniper positions, or the flooring giving way entirely to a grenade blast. This places you in an environment that is in a constant state of geometric flux, making the level you finish playing on quite different to the one you started.

Much like in Bad Company 2, the precision of this chip effect is based on small pre-defined chunks in the geometry. Fortunately, instancing of objects also applies to these composite meshes - buildings with multiple destructible parts - which means that the reduced state of each object is stored separately for each instance, and that the performance benefits are maintained.

A selection of physics based action from the single-player campaign. The destruction on buildings is limited by comparison to the multiplayer, but this is to be expected given the linear nature of the experience. This is an HD video, so use the full-screen button for 720p resolution.

The campaign mode offers a far less ambitious approach though, featuring a mostly pared down implementation of the destruction engine which can sometimes make it difficult to distinguish between walls that can crumble to gunfire and walls that will remain eternally upright. Similarly, the physics engine effectiveness on small objects can be inconsistent by comparison to the multiplayer's all-encompassing approach, with grenades animating minor decorative parts like plates and the surrounding chairs, while tables and stacked crates remain inexplicably static.

It's a shame that this mode couldn't follow in the footsteps of Bad Company series' more free-form single-player structure, which involved the player in larger sandbox-style environments during certain battle sequences. As it is, the multiplayer mode demonstrates the Frostbite 2 engine's technical virtues far more admirably when it comes to physics.

Beyond the Call of Duty?

Although the inclusion of a single-player component may come across as a rudimentary, tit-for-tat rebuttal to Call of Duty's full-featured offering, the fact of the matter is that DICE has used the campaign as an opportunity to showcase their new technology effectively. Save for the restrictive destruction physics, it directs the player's attention to some spectacular visual improvements, be it their new lighting engine which allows for an increased number of light sources, or the subtler performance optimisations resulting from Battlefield 3's native DX10 and DX11 support.

While some may argue that multiplayer maps such as Operation Metro still hint towards the influence of the console versions' 24 player count, the bulk of the experience is quintessentially closer to the sandbox map design of its progenitor: Battlefield 2. With that said, the plight of the PC developer shouldn't just be predicated on recreating the platform's halcyon days, but about discovering new ways to promote technology which to this day remains largely untapped. With Battlefield 3, it's satisfying to for once find a multi-platform game that still sets the PC version aside to show what could be possible in the next generation of hardware.

Comments (33) Latest comment 7 months ago

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  • NKSR #1 7 months ago

    As good as it is, I hope they bring out high-res texture pack like Crytek did with Crysis 2.
  • arcam #2 7 months ago

    On a GTX460, it's still perhaps the best looking game I've ever seen. Truly amazing, both in bright sunshine like Caspian Border and at night with Tehran Highway.

    But it's pretty bad that EG didn't ever review the PC version. It's one of the biggest PC releases for years, and a significantly different game to the console release.
  • Oli Verified Reviews Editor, Eurogamer.net #3 7 months ago

    @arcam
    I don't think it is that significantly different - Dan's review was more about design than tech - and we feel Digital Foundry covers this sort of thing off well.

    However, I would have very strongly preferred for us to review the PC version in the first place, as the lead platform. It's a great shame that EA wasn't able to supply us with PC review code.
    Edited by Oli at 07/11/11 @ 12:28
  • uninspiredcup #4 7 months ago

    Dice done a great job. ID, Crytek in comparisom are total sellouts to the max.
  • Badassbab #5 7 months ago

    Ok here's my verdict-

    The graphics are very good and I can tell the engine is very efficient. I game on my HD TV rather than my PC monitor and also play @ 720p/60hz with ultra settings for demanding games like DX11 + Hi res texture pack Crysis 2 and BF3. On my HD TV it looks really really good and the frame rate very smooth. I did try it on 1080p on Ultra but frame rate dipped to about 30hz. With the hi res texture pack on Crysis 2 I did find it taxed my PC more though DX 11 seemed fine.

    On the campaign- I've read reviews giving it some stick and I agree it's kinda cliche but I found it to be an intense experience and the later larger levels which really show off the scale of the game engine were immense. I wonder if the PC gaming experiance is on a league of it's own. To those who've played both console and PC can anyone comment on that?
    Edited by Badassbab at 07/11/11 @ 12:37
  • arcam #6 7 months ago

    I don't think it is that significantly different

    Hmm, have to disagree there - single player is the same, but MP is vastly different. And can't you just buy a PC game? It's only £30.

    I guess the problem is any review that is not published on release day is seen as pointless - that's a shame. Seeing as EG said they had to rush the console review, it would have been nice to have a more measured review of the PC version a week later.
  • darkcult #7 7 months ago

    It's all based on Windows/ Microsoft software/ hardware ... Looking forward to next Xbox... It will also be interesting to see what will Sony pull out of the bag for next PlayStation.
  • dicesoldout #8 7 months ago

    So Tom how much did ea/dice pay you for the review? Cause I can't see how we've played the same game. The lighting is completely overdone and since when does a flashlight blind you in the daylight. Then there's the lens flare that takes up your whole screen.

    They said it was a true sequel to BF2 which was lies. It's takin everything from bc2. The only thing to make it from BF2 was jets and 64 players. They dident even bother making any large 64 player maps and all bar 4 are totaly unplayable on 64 players. The sandbox design you speak of has been thrown in the trash bin in favour of small, linear clustered maps.

    And to top it all the game has more bugs than a 3 dollar whore!
  • Pulsar_t #9 7 months ago

    Someone explain to me why this Frostbite can't replicate what the Geomod engine did ten years ago in terms of destructible environments?

    Also, objects still clip into walls and the frame rate is the most inconsistent I've ever witnessed.. Here's hoping in a year or so the game becomes more playable for those with modest pings.
  • Subquest #10 7 months ago

    Crytek in comparisom are total sellouts to the max.

    Don't get this at all. Crysis 2, post texture pack, was stunning. As stunning as BF3. They got there in the end, total sellouts is harsh in the extreme. But extreme is the default status of choice nowadays, right?
  • glaeken #11 7 months ago

    I think my eyesight must be going as I can barely see any difference between low, medium, high and ultra.

    The destruction video is very impressive though.
    Edited by glaeken at 07/11/11 @ 13:11
  • Mindstorm #12 7 months ago

    unambitious, token PC release trickling in a few months later, showing little in the way of technological progress

    that's secondary, I could live with a solid and fully functioning console port, the real problem arises when said releases are half or totally BROKEN (e.g. Rage and Deus ex).
  • AlistairUK #13 7 months ago

    If you wrote in your usual register, this wouldn't be quite so overwrought. Longer words don't make you sound more capable.
  • Retro_ #14 7 months ago

    @mindstorm

    Deux Ex / RAGE broken on console? Both worked great on my console (PS3) but if you are referring to the texture fill in, then the only way of combating that is with an expensive SSD or maybe a hybrid Seagate HD/SSD which certainly lessens the effect and costs around £85 for 500gig.
  • Mindstorm #15 7 months ago

    @Retro_

    sorry mate you misunderstood my post... I was talking about pc games as console ports, in keeping with the article by the way. Rage's issues on the PC are well-known, as for DXHR, major stuttering and ineffective/worsening patching was a problem for me and for many others on the interwebs.
  • aphex187 #16 7 months ago

    This is what gets on my tits with these bloody whining man child's spewing their ever annoying views on this game! I've been playing games since 1979 and for me it's masterful to see where we are in terms of how a game looks and plays. People really need to let up on the hate and to congratulate DICE on a job well done, people who don't should be forced to play Commando on the BBC Micro 32k for 1 month straight....
  • Quickstick4 #17 7 months ago

    I only just took the plunge with SLI on my computer, and as the article states, it really obvious that DICE worked hard optimising the code and working with Nvidia - Im am genuinely surprised I can max everything out and still get a constant 60FPS+ whereas Crysis 2 still dips below the 50 FPS mark, and I really dont think crysis 2 looks better or had anything more complex going on.
  • jetsetwillie #18 7 months ago

    @aphex187 well said. i agree too. i started with manic minor and now i have BF3 on my i7 2600k PC with it GTX570 and 8GB RAM on my 46" LCD and surround sound.

    its fucking INCREDIBLE!
  • mAc062 #19 7 months ago

    @dicesoldout There are lots of bugs indeed butthe maps are good and a flash light can blind you in day light if its a tac flash light, those things can cause permanent eye damage if you look at the beam for more than a few seconds.
  • brommers #20 7 months ago

    @aphex187
    whole heartedly agree
    +10
  • steviepunk #21 7 months ago

    "Tomorrow's technology today."

    Hate to be picky, but given that the game is out, it's really "Todays technology, Today". It's not the PCs fault that the consoles can't match the PC due to their limited capabilities and 5year+ old architectures ;)

    Make the consoles should be "Yesterdays hardware, Today"?


    :) Not flame baiting, love my 360 and PS3 as well... but they are getting on in years!
  • Colliers #22 7 months ago

    Here's the talk by Johan Andersson from which most of the content of this article was taken:
    http://www.youtube.com/watch?v=KMaL6j7Ry6c

    There's a bit more detail on these slides:
    http://publications.dice.se/

    Frostbite 2 is very impressive technology.
  • beatwolf #23 7 months ago

    Been playing this and Rageon and off and I must say, although BF3 is beautiful, Rage comes off as the better tech. It looks slightly better and it just feels right, and smoother in some way.
  • gnrlstuart #24 7 months ago

    oh please, there are better looking games than battlefied.
  • ShadyChopper #25 7 months ago

    Yea like chuckie egg zx spectrum woo-hoo!
  • spongebob #26 7 months ago

    Nice levitating flowerpot technology from tomorrow in the last video. I hope they can do similar stuff on PS4 and next Xbox.
  • Subquest #27 7 months ago

    @redbarony Shut up knob

    how lovely.
  • inutaihanyou #28 7 months ago

    I'd like to think that Unreal's Samaritan Demo is the "tomorrow's technology" we are looking for. I say that, because it is using horsepower that games don't utilize today. Battlefield 3 is an excellent looking game make no mistake about that, DICE have done a tremendous job integrating so much into the current generation. But like Crysis 2, its not anything that can't be expected concerning today's PC hardware. It was bound to look that good.

    Nothing on the market can match 3 GTX580's combined, and that's where the real generational shift will start.
  • gjgjg #29 7 months ago

    Looks amazing on my 560ti quad core amd 9850 but keeps crashing, even when I push settings down on some areas. I know my CPU is a bit old now, but when I crash there's usually a spike on the gpu. Any hints guys?
  • Rack #30 7 months ago

    Wow, lot of optimisation going on here, must be why it runs like a dog on hardware more than a couple of years old and doesn't look substantially different to games from 4 years ago.
  • Matfink #31 7 months ago

    Hmmm. Does the smoke really have volume?
  • loboMuerto #32 7 months ago

    @redbarony Apparently you are under the impression that ranting in a comment section is the same as voting with your wallet. Judging by the time the man has been playing, I guess he's given more support to the industry through the years that some whiners around here.
  • sourc0r #33 7 months ago

    i guess you have to experience it yourself, but judging from these screenshots i can't help but feel as if i needed stronger glasses when looking at the textures.

    UARGH, why do games nowadays always have to look this... BLURRY. i love great lighting as much as i see the delights of all those new graphical features, throw in everything you want. for me those textures just DESTROY it!