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Rocks › Debris › Small bushes Procedurally instanced › Based on the terrain materials › Highly scalable Texture tiles › Regenerated when moving › 256x256 resolution › Compressed to DXT5 in real-time on the GPU Terrain virtual texture atlases Virtual.Quality & variation › Improved performance › Longer view distances Procedural virtual texturing › Increased.GPU › Terrain Quality set to HIGH or ULTRA Displacement mapped terrain Requires DX11.High-res streamed heightfields › Per-pixel normalmaps › DX11 tessellation & displacement mapping Particle is lit by all lights › Fit into all light environments › Automatic! & opaque objects › Disabled when ShadowQuality = Low Alpha-tested debris › Gives sharp details Soft particles › Soft fade instead of hard z-test In & 1000s of small and big particles interact with the environment › Sprite particles › It is all about the lighting (again!) › Mesh particles Indirect/bounced light No indirect/bounced light.› Reduces amount of pixels lit › Fixed low memory bandwidth › Great performance with huge amount of light sources › Esp. Gbuffer, then lit Enables massive lighting environments › 100s of large dynamic light sources on screen › Destructible & animated lights › Lighting cost relative to how many pixels are lit not objects › Highly flexible lighting Requires lots of GPU memory & bandwidth › 1080p with 4x MSAA = 158 mb gbuffer Multiplayer level: position › 200 – 250 MB of streamed object meshes › No blurry textures behind you › 1.3 – 1.5 GB of streamed object textures DX11 concurrent creates = no stalls! TEXTURE QUALITY setting sets › Worked closely with Microsoft and the size of the texture pool: IHVs › Low: 150 mb › Loading / creation is handled by separate › Medium: 200 mb thread › High: 300 mb › Ultra: 500 mbĤ000 -> 900 draw calls! Instance objects of the same type › DX10/DX11 required › Major CPU performance optimization › Can instance all types of meshes!Įmissive particles Lensflare s Specular highlightsĭynamic exposure to adapt to both dark and bright areas › True HDR bloom = natural part of the HDR rendering pipeline & textures › More variation › Increased quality › Shorter loading times › Reduced memory requirements › Freedom for level designers & artists › Requires efficient & scalable handling › Parallel rendering & simulation › Occlusion culling › LOD & distance culling › Mesh & texture streaming › Instancing Gameplay: Characters, Weapons, Vehicles › Environment: Trees, Bushes, Rocks › Man-made: Buildings, Fences, Containers › Effects: Debris, Destruction Effects Objects Lighting Effects Terrain.DX10/DX11 only!Īnd future DICE + EA games › Major advancements in animation, rendering, lighting, destruction, landscapes and streaming › Big focus on creating simple to use & powerful workflows
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– COOP › Landscape, Urban and In-door environments › PC is lead platform. Johan Andersson, Rendering Architect, DICE.The full Pixel 3 and Pixel 3 XL factory image downloads are below, and be sure to check out our guide on how to flash a factory image. With less than two weeks remaining in the month, Google might bypass the October security patch and opt to deliver the first Pixel 3 update with the November security patch early next month. We’ve been tracking these two fish-based names for the past several months in AOSP.Įach device features two builds, one for Verizon in the U.S. With the addition to the official Factory Images page, Google provides confirmation that the 2018 device codenames are “blueline” for the Pixel 3 and “crosshatch” for the larger Pixel 3 XL. As such, they still feature the September security patch, and not the latest October update. With many buyers starting to receive the latest flagship devices, Google has just posted the Android 9 Pie factory images.Īllowing users to flash and restore their phones if something goes wrong, the factory images are identical to the ones already installed on the devices. Announced last week, the Google Pixel 3 and Pixel 3 XL officially launched today.
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