Running real-time water physics in Battlefield 4's multiplayer was the toughest technical trick to implement, in the estimation of DICE's creative director Lars Gustavsson, of whose exploits you can read in the new issue of OXM, on sale now.
Hmm, waves with latency. Imagine the ragequits.
Kind of off-topic but I'm creaming my pants at the thought of how the next Mass Effect will look on the Frostbite engine.
Oh mass effect 4 is on frostbite? is that confirmed? if so, its a very welcome improvement to whichever engine they use for mass effect 1-3 which is extremely basic
I'm pretty sure all EA games will be running Frosbite and all EA Sports games will be running on Ignite. Edit: and yeah, it ran on the Unreal Engine. Go figure.
Water is always hard to pull off. Especially if it's as dynamic as BF4's.
N4G is a community of gamers posting and discussing the latest game news. It’s part of NewsBoiler, a network of social news sites covering today’s pop culture.