Frostbite is known for being cutting edge. Everything from rendering to destruction to the scale of our worlds is constantly pushing the boundaries for video games. Highly detailed and dynamic environments are key pillars to any Frostbite game – and mobile is no difference. Whatever you can do on console should be doable on mobile as well!
The Frostbite engine has already explored mobile gaming with the Battlefield 4 Commander App, and at the Apple WWDC event earlier this year we showcased a Plants vs. Zombies: Garden Warfare tech demo running on an iPad Air. 1.3 million triangles showing up on screen simultaneously showed what the engine was capable of.
The next step? We wanted to get parts of Battlefield 4 running on iOS.
It has been quite a challenge. To handle dynamic features such as destruction or moving light sources, most things in the Frostbite engine happen in realtime. This puts extra demand on performance to be able to deliver large, highly detailed worlds with superb visual quality. We were making great progress feature-wise, but hardware and software limitations forced us to either scale down the number of objects and their complexity to retain visual fidelity, or accept lower visual fidelity to cope with a larger number of objects.
This all changed when Apple introduced Metal, their new low-level graphics API, which allowed us to make full use of the hardware. Together with the latest range of hardware, Metal has created possibilities previously out of reach and for the first time we can include both high visual fidelity and a large number of objects.
More in the full post. Cool stuff. Wise company move to look to Apple's ecosystem. Nice testimonial for the merits of Metal, too. It reads like Apple wrote it.
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