
How Frostbite Changed So Much in just 2 Years: Battlefront 2015 vs Battlefront II Comparison
Previous BF 2015 specific post for better Context:
https://www.reddit.com/r/StarWarsBattlefront/comments/1vmwb25/the_frostbite_engine_in_star_wars_battlefront/
TL;DR Battlefront II offered 4x more lighting density, more realistic tonemapping, and damn good image quality for TAA standards. Battlefront 2015’s strengths are more subjective as the higher contrast “filmic look”, specific artistic choices, and better asset quality still make it many people’s personal favorite.
The first thing to compare is the lighting system.
In BF 2015, they used a semi-dynamic GI system to provide interactive lighting artist workflows. Later on, DICE would develop a custom system called Flux that utilized an offline path tracer in the editor to bake indirect lighting. It is important to note that direct lighting (other than the sky) is done dynamically in BF II. Frostbite engineers realized that Battlefront II could use this more elaborate method to get 4x more lighting density than Battlefront 2015:
https://www.ea.com/news/precomputed-global-illumination-in-frostbite
With the power of modern affordable hardware, I would prefer if the lighting systems would look more like this:
https://youtu.be/SnNm7rSSvlg?t=2985&si=fhWTICkmQeJWzWIQ
BF 2015 applied a “filmic” tonemapping curve that provided a high contrast look to the game. Expecting a shift in display technology, DICE decided to develop a new method called Display Mapping for BF II where the game would calculate HDR values to be referenced in a LUT and eventually sent to your type of display. Battlefront II’s tonemapping is more realistic compared to real world reference than the Battlefront 2015 version:
https://www.ea.com/news/high-dynamic-range-color-grading-and-display-in-frostbite
Battlefront II’s Display Mapping Compared to other Tonemappers:
https://youtu.be/SnNm7rSSvlg?t=4253&si=e_JJHKNrQWzOY0BY
Battlefront 2015 on PC offered a not so perfect TAA, a blurry FXAA, and an AA off option. Battlefront II has forced TAA but the here implementation is competent. This is due to high quality motion vectors and accurate reprojection logic as well as minimal use of past frames. This all leads to a good resolve with no smear and no ghosting trails. On the console versions, both games use TAA so BF II wins there by default.
Now for some rapid fire topics. Battlefront 2015 used more photogrammetry than Battlefront II. Lucasfilm provided DICE with a whole load of digital assets however there was still a lot of photogrammetry work done on places like the Naboo Throne Room:
https://youtu.be/5LHB-n9AMR4?t=578&is=SjxrLX2rIQzX_Ozj
I’ve seen claims about how BF 2015 stores lighting info in the textures. There is no evidence to back this up and the devs even disproved that in the GDC 2016 Battlefront Photogrammetry Presentation:
https://youtu.be/U_WaqCBp9zo?t=1077&si=C_8e8hVODVaNjNT3