Top
220°

Geomerics lighting up 'Battlefield 4,' Frostbite 3 fit for Xbox 720 and PS4

Battlefield 4" will not only be featuring a brand-new, innovative game engine called Frostbite 3, but it will also be upgraded by the lighting tech from Geomerics called Enlighten.

On Wednesday, "Battlefield 4" was announced from EA as well as a handful of other features, which you can check out on Examiner.com today.

As for Enlighten, this technology has been an EA veteran. The tech has been featured in many other games like "Medal of Honor: Warfighter," "Eve Online" and "Battlefield 3."

Read Full Story >>
examiner.com
The story is too old to be commented.
M-M1217d ago

""Real-time global illumination was a big deal for games running on the current generation of hardware, but it required developers to make some compromises. With PlayStation 4, those days are behind us."

Yay.

BrunoM1217d ago SpamShow
thechosenone1217d ago

If the lighting in MGS5 looks as good as it does on current gen hardware can you imagine what PS4 hardware will be able to do with Fox engine? God damn!!!

Tei7771217d ago

Its running on PC at the moment, so the ps3/360 versions won't look that good. Clearly a next-gen version in on the cards.

The_Infected1217d ago

"We are delighted to be working on PlayStation 4. The hardware is everything we were hoping for in a next-generation console, and a huge step forward from the current generation."

Very good to hear coming from Developers.

WUTCHUGUNNADO1217d ago

I thought dice went through and wrote their own lighting engine for BF3? In fact... http://www.youtube.com/watc...

Says it at 2:25... -_-

Anonagrog1217d ago (Edited 1217d ago )

It's been a while since I've been through that seminar, but the point you're on about has Kenny referring to 'light baking' in some of their earlier games. This is a common technique for adding seemingly complex lighting to games without having to do the calcs in real-time. Expensive lighting (such as global illumination/radiosity) is calculated as a pre-processing step outside of the game, where the results are then 'baked' into the textures to be used for the game. The lighting is considered 'static', however, as the textures already contain the lighting information. This means if the lighting changes whilst the game is running the baked lighting will no longer be correct. Sad times.

Real-time global illumination, on the other hand, involves performing the aforementioned calculations in real-time, paving way for much more realistic lighting behavior the a greater or lesser extent depending on the method used. This is what this article and Geomerics' Enlighten tech is all about. Every so-called 'next gen' engine you know of will be going after this now that we have hardware capable of just about doing this. Wahey! :)

hesido1217d ago (Edited 1217d ago )

True, and what these real-time engines provide is, you get very fast iteration times, no more moving an object in the level and need a re-calculation of baked data for that section (most of the time the whole level would have to be re-baked, say, even if you slightly nudged a statue to the right.)

Fast-iteration times = cheaper development.

cedaridge1217d ago

I seen the trailer on xbox and BF4 looks great. I can't wait to see it on ps4 hardware.

Show all comments (17)
The story is too old to be commented.