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Frostbite 1.5: Same Engine, New Features

From the technical point of view, Battlefield: Bad Company 2 uses basically the same Frostbite 1.5 engine as was used in Battlefield 1943 last year. The major difference is the introduction of a Destruction 2.0 engine library, which allows destroying whole buildings instead of just walls or any other given elements. This means that you can literally raze a small town to the ground with your armor or aerial assault.

In addition, the DirectX 10 version of the Frostbite 1.5 uses a number of enhancements offered by the application programming interface such as geometry instancing or geometry shaders to provide rapid rendering of multiple objects along with highly complex structures or characters. DICE has also put a lot of efforts into reducing CPU overhead in rendering in general. In particular, the developers reduced the amount of “rendering slices”, which is a performance bottleneck when it comes to shadowmap exposé, thanks to capabilities of DirectX 10, which allows performing single-pass shadowmap rendering.

Overall, from the atmospheric point of view the game makes a very positive impression. The jungle and snow peaks maps, while do lack attention todetails seen in Crysis video games, still impress. The acoustic part deserves a separate praise. Sounds of bullets fired and shots echoing from the jungle depths are amazing and add a significant amount of involvement feel with the game.

Since the game was designed for both game console and personal computer hardware, the appetites for hardware performance should be quite modest. In fact we are going to put this video game masterpiece against a lineup of modern graphics cards in order to determine how heavily Battlefield: Bad Company 2 can stress PC hardware.

 
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