![]() In February 2021, following the announcement of a Nintendo Switch version of Plants vs. In 2020, Star Wars: Squadrons is the second VR-compatible game to run on Frostbite, the PC version of the game bringing VR support on PC to the engine (following usage on the abovementioned Rogue One X-Wing VR Mission expansion) on Xbox Series X and S, the game received support for high frame rates and 4K, alongside visual improvements. Zombies: Battle for Neighborville, and Need for Speed Heat were all released running Frostbite. 2018's Battlefield V runs on the Frostbite 3 engine. On 10 November, Need for Speed Payback was released, running on the game engine a week later on November 17, Star Wars Battlefront II was the last game of 2017 to be released on Frostbite. On 21 March 2017, Mass Effect: Andromeda was released on Frostbite. On 21 October, Battlefield 1 became the third title of its series to be released under the third generation of the game engine. On 7 June, Mirror's Edge Catalyst became the first action-adventure game to run on Frostbite. Zombies: Garden Warfare 2 was released on the game engine. In November, Need for Speed and Star Wars Battlefront were both released under Frostbite, the 2016 Rogue One X-Wing VR Mission expansion for the latter game exclusive to the PlayStation VR and being the first VR title to use the engine. On 17 March 2015, Battlefield Hardline became the second game of its series to run on Frostbite 3. On 18 November, the game engine made its debut in the action role-playing genre of video games with Dragon Age: Inquisition. Zombies: Garden Warfare became the first game of its series to run on Frostbite. įirst released on 25 February 2014, Plants vs. On 15 November, Need for Speed Rivals became the second game of its series to use the game engine and the first since the upgrade to Frostbite 3. However, due to lack of interest and support, Mantle was phased out, with 2015's Battlefield Hardline being the last game to implement it. On 13 November in San Jose, DICE's Frostbite engine technical director Johan Andersson announced that future Frostbite games and an updated version of Battlefield 4 would be powered by Mantle, a low-overhead rendering API co-developed by AMD and DICE. On one map of Battlefield 4, it was possible for players to destroy a dam, causing the entire map to be flooded by water. In the updated engine, the environments became much more dynamic upon the actions of the players and Destruction 4.0, which was known as Levolution in Battlefield 4. In March 2013, Battlefield executive producer Patrick Bach announced that Frostbite 3 would not support the Wii U, saying that "the Wii U is not a part of our focus right now." The third generation of Frostbite made its debut in Battlefield 4 on 29 October. On 26 March 2013, Army of Two: The Devil's Cartel became the first third-person shooter and last video game to employ Frostbite 2. On 23 October, Medal of Honor: Warfighter became the first game of its series to feature Frostbite in both single and multiplayer. On, DICE rendering architect Johan Andersson said that future personal computer video games running on Frostbite would have to be played on 64-bit operating systems. It took a year for EA Black Box, the developer of Need for Speed: The Run, to re-purpose the game engine for driving instead of shooting. For the first time in a game that was not a shooter nor developed by DICE, Frostbite was brought to the Need for Speed series with 2011's Need for Speed: The Run, which was released on 15 November. Further changes to the engine included the addition of suppressive fire and disabling vehicles before destroying them. Also making its debut was Destruction 3.0, which made falling debris potentially lethal to the player. Frostbite 2 features powerful upgrades such as deferred rendering and real-time radiosity. On 25 October 2011, Frostbite 2 made its debut in Battlefield 3. This version was also employed in the multiplayer aspect of Medal of Honor (2010), becoming the first video game outside of the Battlefield series to run on Frostbite. In the upgraded game engine, it was now possible for players to cause enough destruction to entirely demolish structures. A newer version of Frostbite would later be employed in Battlefield 1943 (2009) and Battlefield: Bad Company 2 (2010), which would come to be known as Frostbite 1.5. HDR Audio allowed differing sound levels to be perceived by the player whilst Destruction 1.0 allowed players to destroy the environment. The engine was developed with an HDR Audio and Destruction 1.0. The first iteration of the Frostbite game engine made its debut in the 2008 video game, Battlefield: Bad Company. Destruction in Battlefield: Bad Company on Frostbite 1
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