During NVIDIA’s GeForceLAN 6 this last weekend aboard the USS Hornet DICE’s Chief Architect, Johan Andersson, gave a detailed technical explanation about Battlefield 3 and the different aspects and layers of rendering that are needed in order to get the game to look the way it is. Johan also detailed the differences between Battlefield 3 and previous DICE games, mostly pertaining to the Battlefield series of games. John himself has been working on the Battlefield series since its first release with Battlefield 1942 and has worked his way up inside of DICE to become their Chief Architect.
Below you will find some HD videos (admittedly somewhat shaky without a tripod) covering his hour long talk along with some live video and slides that go along with it.
This was followed by...
And then Johan wrapped up by saying...
We caught up with Johan after the presentation and got to ask him about the destruction aspects of Battlefield 3 in respect to previous versions, more specifically Battlefield: Bad Company 2. He stated that there wouldn't necessarily be the same level of destruction as there was in Battlefield Bad Company 2 only for the reason that there are more vehicles that can inflict more damage upon certain types of terrain and that would enable entire maps to effectively be leveled. Their design philosophy did not support this idea so they slightly nerfed destruction in maps/situations where it would create an unfair competitive advantage. This news was on top of the news that was given during the presentation regarding there being a console in-game.
We hope you enjoy these videos as much as we did and we’ll work on reducing the shakiness as much as possible.
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