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Johan Andersson
Technical Director
Frostbite
AMD GPU’14 Tech Day
BF4 + FROSTBITE + MANTLE
 Long term relationship & collaboration
 Worked together for 9 years
 Started with Battlefield 2 back in 2004
 Work very closely with multiple AMD teams
 Developer relations, technology & driver teams
 Focus areas: Quality, performance & robustness
 Special features: Eyefinity, Stereo 3D, Crossfire
 Special events: BF4 GDC demo – 2x 7990 and 4k @ 60 fps
 Regular meetings with AMD hardware architects & key staff
 Amazing & fun discussions to adapt & align future hardware & software
 One can (and have!) affect GPU hardware design!
DICE & AMD
 Our next-generation engine
 Mission: Empower game creators and create
great games
 The platform across Electronic Arts for
shooters, RPGs, RTS, racing games and more
FROSTBITE OVERVIEW
 15+ games in development!
FROSTBITE GAMES
 Levolution
BATTLEFIELD 4 - QUICK HIGHLIGHTS
 Levolution
 Multiplayer water
simulation
BATTLEFIELD 4 - QUICK HIGHLIGHTS
 Levolution
 Multiplayer water
simulation
 VFX
BATTLEFIELD 4 - QUICK HIGHLIGHTS
 Levolution
 Multiplayer water
simulation
 VFX
 Compute shader lighting
BATTLEFIELD 4 - QUICK HIGHLIGHTS
 Levolution
 Multiplayer water
simulation
 VFX
 Compute shader lighting
 Post FX
 Bokeh DOF
 Subsurface scattering
 Velocity motion blur
 SSAA
BATTLEFIELD 4 - QUICK HIGHLIGHTS
 Optimized for DirectX 11.1 & Radeon GPUs
 Been working closely with AMD on performance & quality – CPU & GPU
 Microsoft added optimizations on our request to DX11.1 in Windows 8, thx!
 64-bit native multi-core executable
 32-bit fallback for the 9% that do not have a modern CPU
 Frostbite has been parallelized further to run on up to 8 CPU cores
 Scalability: From APU to multi-GPU
 Optimized both for low-end & high-end
 Scalable graphics
 Crossfire & Eyefinity
BATTLEFIELD 4 - TECH
 An amazing platform with unique strengths
 From the lowest-end integrated laptop
 To quad-GPU super high-end desktops 
 PC is in our DNA at DICE
 It’s where we come from: Battlefield 1942
 We strongly believe in & will continue to support
PC as a gaming platform
PC
 Performance
 Support both the slowest and fastest hardware
 Not possible to utilize all CPU cores in DX & GL
 Heavy CPU draw, state & resource overhead is
holding back complex game scenes & content
 Programmability
 PC is still stuck in software & memory model of
CPU spoon-feeding discrete GPU – no longer
required!
 CPU/GPU collaboration barely possible
 Not all modern GPU functionality is exposed 
PC CHALLENGES
 Hardware & software abstractions
 Necessary to support a rich varied PC hardware
ecosystem, but…
 Want to adapt our use cases & engine to the
capabilities of the hardware – not limit it to the
software layer on top of it
 Have high-level information in the engine and
could do smarter & more efficient decisions than
the OS, driver or black box API can
 APIs & abstractions evolve too slowly
(there are quite a few of them)
Limits how we can use modern GPUs & what game worlds we can build
 As a contrast..
 Develop only for a single hardware & system configuration
 All hardware functionality exposed to developer (almost)
 Low overhead OS
 Very thin graphics driver
 Explicit control over memory
 Easier for us to develop & hit our targets with low-level access
 Lots of experience now from the next-gen consoles, both based on AMD’s GCN architecture
CONSOLES
 Push the PC industry forward & create amazing games
 Massive dynamic & immersive worlds with photorealistic visuals
 Not be constrained in capabilities due to software or legacy
 Need the best of both worlds to fully utilize modern PCs
 Console-style access & performance
 While keeping scalability and running on tons of different PCs
 Required: a different approach to graphics APIs & drivers!
 Game engine (Frostbite) takes on large part of responsibility API & driver has today
 Driver is a thin abstraction over the hardware
 Key aspect: engine has explicit control over (most) memory & abstracted hardware components
 Been talking to the graphics vendors for years to solve this…
WHAT WE WANT
 An absolute highlight of our long term collaboration with AMD is coming to fruition:
Mantle
 Low-level high-performance console-style graphics API for PC!
 YAY!
 Built by AMD in close collaboration with us at DICE/EA
 Direct result of our discussions
 Will be cross platform, very important for us
 Battlefield 4 is the pilot project & first user of Mantle
 Gamers will get the absolute best possible performance & experience out of AMD hardware
MANTLE
 Frostbite 3 will render natively with Mantle on Windows
 Used instead of DirectX 11 on compatible Radeon GPUs
 Being developed right now!
 Superb CPU performance
 Very low overhead rendering, loading & streaming
 Perfect parallel rendering - utilize all 8 CPU cores
 Avoid bottlenecking the GPU and the system
 Highly optimized GPU usage
 Full access to graphics hardware capabilities
 Lots of low-level optimizations made possible
 Foundation for the future
 This is only the beginning…
 There are many more games on Frostbite
MANTLE IN FROSTBITE
 Launches on October 29th
 64 player multiplayer awesomeness
 Advanced DirectX 11.1 renderer
 Optimized for Radeon GPUs
 Great Crossfire & Eyefinity support
 In December: Mantle update!
 Custom built & heavily optimized rendering pipeline in Frostbite
using Mantle
 Get the absolute most out of your PC and Radeon GPU
 Released as a free & automatic game update
 Enjoy!
BATTLEFIELD 4
 Super excited about Mantle!
 Will share more in the upcoming months
 Tons of ideas going forward 
 Low-latency multi-GPU rendering for VR?
 Dynamic game worlds living on the GPU?
 ….
FUTURE
THANKSTHANKS!
Email: repi@dice.se
Web: http://frostbite.com
Twitter: @repi

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Battlefield 4 + Frostbite + Mantle

  • 1. Johan Andersson Technical Director Frostbite AMD GPU’14 Tech Day BF4 + FROSTBITE + MANTLE
  • 2.  Long term relationship & collaboration  Worked together for 9 years  Started with Battlefield 2 back in 2004  Work very closely with multiple AMD teams  Developer relations, technology & driver teams  Focus areas: Quality, performance & robustness  Special features: Eyefinity, Stereo 3D, Crossfire  Special events: BF4 GDC demo – 2x 7990 and 4k @ 60 fps  Regular meetings with AMD hardware architects & key staff  Amazing & fun discussions to adapt & align future hardware & software  One can (and have!) affect GPU hardware design! DICE & AMD
  • 3.  Our next-generation engine  Mission: Empower game creators and create great games  The platform across Electronic Arts for shooters, RPGs, RTS, racing games and more FROSTBITE OVERVIEW
  • 4.  15+ games in development! FROSTBITE GAMES
  • 5.
  • 6.  Levolution BATTLEFIELD 4 - QUICK HIGHLIGHTS
  • 7.  Levolution  Multiplayer water simulation BATTLEFIELD 4 - QUICK HIGHLIGHTS
  • 8.  Levolution  Multiplayer water simulation  VFX BATTLEFIELD 4 - QUICK HIGHLIGHTS
  • 9.  Levolution  Multiplayer water simulation  VFX  Compute shader lighting BATTLEFIELD 4 - QUICK HIGHLIGHTS
  • 10.  Levolution  Multiplayer water simulation  VFX  Compute shader lighting  Post FX  Bokeh DOF  Subsurface scattering  Velocity motion blur  SSAA BATTLEFIELD 4 - QUICK HIGHLIGHTS
  • 11.  Optimized for DirectX 11.1 & Radeon GPUs  Been working closely with AMD on performance & quality – CPU & GPU  Microsoft added optimizations on our request to DX11.1 in Windows 8, thx!  64-bit native multi-core executable  32-bit fallback for the 9% that do not have a modern CPU  Frostbite has been parallelized further to run on up to 8 CPU cores  Scalability: From APU to multi-GPU  Optimized both for low-end & high-end  Scalable graphics  Crossfire & Eyefinity BATTLEFIELD 4 - TECH
  • 12.  An amazing platform with unique strengths  From the lowest-end integrated laptop  To quad-GPU super high-end desktops   PC is in our DNA at DICE  It’s where we come from: Battlefield 1942  We strongly believe in & will continue to support PC as a gaming platform PC
  • 13.  Performance  Support both the slowest and fastest hardware  Not possible to utilize all CPU cores in DX & GL  Heavy CPU draw, state & resource overhead is holding back complex game scenes & content  Programmability  PC is still stuck in software & memory model of CPU spoon-feeding discrete GPU – no longer required!  CPU/GPU collaboration barely possible  Not all modern GPU functionality is exposed  PC CHALLENGES  Hardware & software abstractions  Necessary to support a rich varied PC hardware ecosystem, but…  Want to adapt our use cases & engine to the capabilities of the hardware – not limit it to the software layer on top of it  Have high-level information in the engine and could do smarter & more efficient decisions than the OS, driver or black box API can  APIs & abstractions evolve too slowly (there are quite a few of them) Limits how we can use modern GPUs & what game worlds we can build
  • 14.  As a contrast..  Develop only for a single hardware & system configuration  All hardware functionality exposed to developer (almost)  Low overhead OS  Very thin graphics driver  Explicit control over memory  Easier for us to develop & hit our targets with low-level access  Lots of experience now from the next-gen consoles, both based on AMD’s GCN architecture CONSOLES
  • 15.  Push the PC industry forward & create amazing games  Massive dynamic & immersive worlds with photorealistic visuals  Not be constrained in capabilities due to software or legacy  Need the best of both worlds to fully utilize modern PCs  Console-style access & performance  While keeping scalability and running on tons of different PCs  Required: a different approach to graphics APIs & drivers!  Game engine (Frostbite) takes on large part of responsibility API & driver has today  Driver is a thin abstraction over the hardware  Key aspect: engine has explicit control over (most) memory & abstracted hardware components  Been talking to the graphics vendors for years to solve this… WHAT WE WANT
  • 16.  An absolute highlight of our long term collaboration with AMD is coming to fruition: Mantle
  • 17.  Low-level high-performance console-style graphics API for PC!  YAY!  Built by AMD in close collaboration with us at DICE/EA  Direct result of our discussions  Will be cross platform, very important for us  Battlefield 4 is the pilot project & first user of Mantle  Gamers will get the absolute best possible performance & experience out of AMD hardware MANTLE
  • 18.  Frostbite 3 will render natively with Mantle on Windows  Used instead of DirectX 11 on compatible Radeon GPUs  Being developed right now!  Superb CPU performance  Very low overhead rendering, loading & streaming  Perfect parallel rendering - utilize all 8 CPU cores  Avoid bottlenecking the GPU and the system  Highly optimized GPU usage  Full access to graphics hardware capabilities  Lots of low-level optimizations made possible  Foundation for the future  This is only the beginning…  There are many more games on Frostbite MANTLE IN FROSTBITE
  • 19.  Launches on October 29th  64 player multiplayer awesomeness  Advanced DirectX 11.1 renderer  Optimized for Radeon GPUs  Great Crossfire & Eyefinity support  In December: Mantle update!  Custom built & heavily optimized rendering pipeline in Frostbite using Mantle  Get the absolute most out of your PC and Radeon GPU  Released as a free & automatic game update  Enjoy! BATTLEFIELD 4
  • 20.  Super excited about Mantle!  Will share more in the upcoming months  Tons of ideas going forward   Low-latency multi-GPU rendering for VR?  Dynamic game worlds living on the GPU?  …. FUTURE

Editor's Notes

  1. Must of you likely know about BF4 already, and hopefully are looking forward to it 
  2. Must of you likely know about BF4 already, and hopefully are looking forward to it 
  3. Must of you likely know about BF4 already, and hopefully are looking forward to it 
  4. Must of you likely know about BF4 already, and hopefully are looking forward to it 
  5. Must of you likely know about BF4 already, and hopefully are looking forward to it 
  6. I couldn’t be more happy to finally be able to talk about this
  7. I love this stuff, so I’m personally writing the Frostbite Mantle renderer 