Mirror’s Edge Catalyst to reach “new levels of GPU optimizations” via async compute

Mirror's Edge Catalyst

At its presentation during SIGGRAPH 2015, developer DICE discussed the sift to modern hardware and the use of advanced rendering techniques in the forthcoming Mirror’s Edge Catalyst for PC, PS4, and Xbox One. The developer went into detail regarding both the GPU and CPU side of graphics processing that the open-ended parkour driven game requires.

mirror-edge-e3 (2)

In order to fit a slew of heavy processing tasks into its tight budgets, DICE has employed new techniques specific to modern graphics processors and the new console generations. By taking advantage of Asynchronous Compute, the  developer is now capable of reaching new levels of in-depth optimizations, with which it has been able to squeeze more work out of the graphics pipeline.

The Mirror’s Edge reboot is also more taxing on the CPU-side of things, due in part to its larger environments, along with additional stress from new rendering technologies. Thanks to the existence of modern low-overhead graphics APIs, DICE now has the opportunity to use methods to cut down on draw calls and optimize its game in this area.

mirrors-edge-vista

Faith’s latest outing will also employ physically-based rendering, which has now become a staple of the Frostbite graphics engine. For Mirror’s Edge, DICE has worked to improve this key area in a number of ways, allowing it to retain the pristine, clean look of its envisioned art direction.

For a more detailed overview from the publication, head over to the link here.

  • Kamille

    I was wondering when would devs start to finally use async since at this point very few games use it but they use it bad.