Better Technology Means More Options.

 

Virtual Battlespace 3 enables better training by allowing users the ability to involve more participants, develop larger models, build bigger terrains, and create more complex scenarios. 

Built on cutting-edge video game technology, VBS3 is based on the latest technology ported across from Bohemia Interactive Studio’s Arma 2 and Arma 3 games.  VBS3 is highly modifiable and extendable, allowing our users to benefit from the latest game technology. This flexible game-based technology has allowed BISim developers to build massive models, including a functioning model of The Royal Navy's Type 45 Destroyer. The Royal Navy uses the model for full ship walkthrough and training on procedures. 

virtual 3D models Type 45
virtual 3D models Type 45
virtual 3D models Type 45

State-of-the-art Interoperability

 

A key advantage of VBS is its flexibility. Multiple simulation clients can be linked to VBS3 via its HLA/DIS/CIGI gateway. From version 3.8 and on, VBS3 includes VBS Gateway for HLA/DIS and CIGI connectivity. VBS Gateway is our premier gateway for interoperability and provides new capabilities such as enabling VBS3 to function as a CIGI host. VBS Gateway brings live loading, user-friendly configuration capabilities, a real-time user interface, and performance enhancement as VBS3’s new gateway system.

VBS Gateway also provides smoother transitions with dead reckoning and offers more stable visualization. In addition, VBS Gateway features user-friendly tools for editing, allowing users to filter and sort entities using human-readable model and class names. VBS Gateway automatically connects to other VBS Gateway clients out of the box with no configuration changes. HLA, DIS and CIGI networking configurations can also be changed in the middle of a scenario without leaving the mission. This includes switching between DIS/HLA, or joining different exercises and federations. Customers can learn how to use VBS Gateway here.

 

 

Immersive Communications System

 

 

Communication is critical for tactical training and it’s essential for battlespace operations. VBS Radio enables radio and direct voice communications between users in VBS3 training exercises and filterable voice playback for After Action Review. Direct speech capabilities enable simulation of face-to-face communication between users in close proximity in a scenario. VBS Radio is a user-friendly replacement for our legacy voice communication system, adding improvements like more channels, 3D directional voice capability, automatic access to vehicle intercom systems and squad radio nets, and the use of an audio tone played when users transmit on channels. VBS Radio is included for free with VBS3 from version 3.7.2.

Developed internally by BISim, VBS Radio allows users to record in-game voice communications for replay in VBS3’s After Action Review, enabling replay of specific users’ audio events or cycle through all recorded channels for playback. It offers channels for Global Communications, Side, Group, Vehicle, and Direct Talk by default.

In our VBS Radio Pro version, users can set up customized networks per mission, allowing custom channel names, colors, icons, and users can save and load presets and assignments to specific side. The Pro version features distance-based degradation that can also be influenced by weather effects within the simulation and support for sidetone playback. And, VBS Radio Pro offers unlimited channels.

Faster Performance

 

VBS3 uses real-time object aggregation to bring more performance when viewing complex urban environments from the air. Object aggregation technology allows individual scenery models (trees and buildings) to be grouped together into an aggregated model in real time, which will require far fewer draw calls to the graphics card.

This capability is a huge leap forward for rendering performance, allowing much greater view distances and higher density of scenery objects than previously possible. This performance improvement is coupled with a smarter object fading technique for objects at the view distance threshold. Objects will now fade smoothly out of visibility, which results in a more believable visual experience when moving a camera quickly over the terrain database.

 

 
The Armoured Vehicles Instruction Centre uses the VBS2 System in a tactical simulator with 36 machines to train up to an armoured company with artillery support and engineering. The intention is to expand the use for all the Instruction and Assessment Centres to train companies and each unit to have the means to train at the platoon level. With that, the system will be in use at over 40 sites.
Col. (Retired) Paulo Eduardo, past Commander of the Combat Simulation Division of the Land Operations Command

Advanced Simulation

 

 

Using on-the-fly procedural generation, terrains can leverage biotopes, which are groupings of trees, rocks and other vegetation, ultimately enabling faster performance. Terrain features are created by the engine as they are needed rather than storing billions of objects with other terrain data. VBS3 also features new paged-in roads technology, rendering only roads that are currently needed, reducing memory consumption. 

Complex Environments

 

VBS3 is optimized to allow for more participants in larger, more complex scenarios. VBS3's multicast system helps prevent data bottlenecks and delays, reduce the server load and provide faster performance over a local area network. Multicast refers to sending data across a network to several computers at the same time, greatly optimizing the performance of VBS3. With our multicast system, hundreds of participants can take part in virtual scenarios. 

In addition, VBS3 includes a new suppression feature allows users when commanding AI units to direct suppressive fire on a specific area. The feature allows for a very specific field of observation and fire to be established through a first-person interface, which can be set up and initiated on demand to provide timely suppression area fire or reconnaissance fire. AI units will engage any enemy units they observe in or near the designated suppression area and if enemy units move out of the area, they will be automatically tracked and engaged.  

 

 

Destructible Buildings

 

 

Using Nvidia's PhysX, VBS3 supports physics-based destructible buildings. Any building in VBS3 can have multiple destruct states and VBS3 also supports component destruction, a feature funded by the U.S. Marine Corps that allows individual parts of buildings to destruct for keyhole entry. VBS3 includes internal tools as part of its developer suite for creating destructible buildings. In addition, vehicles can breach walls, chunks of building walls can be damaged by explosions and bullet strikes, and avatars can enter destroyed buildings. 

From better optimization to physics-based destruction of buildings, VBS3's technology offers users the ability to create more realistic and challenging scenarios.

VBS3 uses NVIDIA