DICE explains the Battlefield 3 hi-res texture pack

20 October 2011

Yesterday DICE announced that Battlefield 3 on Xbox 360 would look like a standard definition game without having installed the high resolution texture packs that will ship on an additional disk.

This raised questions about the technology behind DICE’s engine. Just how does the high resolution texture pack plug into the game itself, and importantly, could this technology be used by other developers to make Xbox 360 games look better?

Gamerzines caught up with Battlefield 3’s executive producer Patrick Bach to find out more about how the high resolution texture pack works.

“There’s nothing magic about it,” said Bach. “It’s the same thing we do for PC and PS3, so there’s nothing extra.

“I think the controversy about this is that we actually let you do it on 360 for once. So what it does is it gives you the same abilities, kind of, as the PC and PS3. You can actually stream information from the hard drive.

“That’s new for Xbox 360, but it’s not a new idea for the gaming industry as a whole. No one has really tried to do it properly, so us doing it will create question marks. “

When asked just how much of a difference the high resolution textures make, Bach was vehement that its significantly better, saying “absolutely. The whole engine is based around streaming textures, streaming terrain and a lot of other content.

The thing with the 360 is that you need to be able to give consumers a game where you don’t have to install it on a hard drive, because there are 360s without a hard drive. So we need to give you the option of installing it, rather than just demanding it. You could call it a ‘standard-def’ version for the 360 if you don’t have a hard-drive.”

Bach claims that the high streaming demand is not a result of anything specific to the Frostbite 2.0 engine, saying “it’s not the engine that demands it, but that it has the ability to create a more detailed experience. We can’t use more memory of the actual machine itself, we need to flush that memory with new information depending on where you are in the game.”

“What we let you do is let you have high-res information that gets streamed in and out of memory at all times, and that gives you a more detailed, varied and vivid experience on all platforms. We don’t want to take that away from 360 players.”

“We’re really trying to push the limits of what we can do on the consoles and the PC. Our goal is to see how we can utilise as many of the systems that you actually have in your machine that some people haven’t utilised before. Some (developers) just do it like, if it doesn’t fit into memory we just make a lesser game. We don’t do that. For us, it’s about how we can give you the most game ever even though the hardware is over five years old.”

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