Experience Battlefield 3 Like never before
Closed Beta
In Progress
Experience a project built by the community, for the community.
Have full control, with self-hosted dedicated game servers.
Enjoy unprecedented access to new and unleashed features.
Create unique experiences by leveraging modding capabilities.
Server hosting is an important part of every multiplayer game, and a critical component of Venice Unleashed.

Up until recently, hosting a Venice Unleashed server required a Windows 7 / Windows Server 2008 R2 (or newer) host, along with several other third-party dependencies. However, we understand that not everyone can afford a Windows Server license (and the hardware to run it), and we therefore extended our efforts to make Venice Unleashed Dedicated Servers usable on more platforms.

Today we're happy to announce that these efforts have paid out, and VU Dedicated Servers can run on fully headless Linux machines.

In the above video you can see the main VU game instance, as well as the terminal of an Ubuntu 14.04 Server running in a local VM. The VU Dedicated Server is launched from the Ubuntu VM, and then joined from the VU game instance. Since the VU Dedicated Server can run in completely headless mode, it means that you can run unattended instances on Linux machines that don't have physical (or virtual) video output.

Even though VU Dedicated Servers on Linux aren't fully native (they run using the wine compatibility layer), their performance appears to comparable to their native Windows counterparts.

Additionally, setting them up is extremely simple, with no need for advanced configuration or lengthy integration techniques. This means that even those who are not that tech-savvy should be able to easily deploy and use VU Dedicated Servers on their Linux machines.

Now, it should be noted that all this is still in prototype stage, and even though initial testing hasn't showed any issues, we will only be able to fully assess the system and its performance once we more thoroughly test it during the next open testing session.

From everyone at Emulator Nexus, thank you, and stay tuned for our next status report!
It has definitely been a while since we posted any updates, so we thought it might be a good idea to share some new info with you!

Over the past few months we've made great progress in Venice Unleashed, with lots of new functionality introduced in the VeniceEXT extension system, fixes to spectator mode, updates to our custom UI renderer, and more. However, in this post we will focus on the progress that has been made on Rime, and will be detailing the changes specific to Venice Unleashed at a later time.

For those of you who don't know what Rime is, it is our custom Frostbite editor, which compliments Venice Unleashed by providing the ability to freely modify and introduce new game content. Make sure to read more about Rime here.

Rime has matured significantly over the past year, and is coming closer and closer to being an amazing tool for modders, developers, and content creators.

Many integral internal components of Rime have been re-architected in order to accommodate for the greatly changing landscape of Frostbite games. With a completely new and pluggable content mounting and management subsystem, Rime can now more easily provide support for newer engine revisions, while also exposing all the required utilities for the community to add support and content editing capabilities for their favorite games!

Additionally, significant progress has been made in the Rime Live Editor, the part of Rime which directly plugs into Venice Unleashed and allows users to perform changes to maps and content in real-time. Even though still at an early stage, the Live Editing capabilities of Rime open new doors to creating unique and exciting experiences for players.

Finally, the game-independent Rime Editor is also slowly becoming a reality, with initial support for terrain rendering and manipulation.

Rime Editor rendering BF3 terrain

Even though our Rime renderer is still far from being performant or complete (the above scene renders at around 15 fps at 1/3 terrain resolution), it is a huge overall step, as we have come much closer to creating completely new content, maps, and experiences.

Also, for those of you who are curious, here is a side-by-side comparison of the in-game rendered terrain and the Rime-rendered terrain.

With all that being said, Rime and Venice Unleashed still have a long way to go, but we are slowly, surely, and steadily moving forward!

As always, from everyone at Emulator Nexus, thank you for your continued support!
Today we finally made a change that was long overdue.

It has been discussed time and again ever since the Venice Unleashed Closed Beta launched, and even though it seemed like it was initially unnecessary, the closer we were getting to the launch of the Open Beta, the more obvious it became it was time to introduce the following measure.

Starting today (July 15th), access to Venice Unleashed and related services will require you to fully verify ownership of your copy of Battlefield 3 by linking your EA Origin™ account to your Emulator Nexus account.

It should be noted that each Origin account can be only uniquely linked to a single Emulator Nexus account and, at the time of this writing, it is not possible to revoke such a link. It should also be noted that this is a one-time process, and does not require re-authentication or re-authorization. After your Origin account has been linked, you need not worry about it again.

The entire authentication process is being handled completely externally, via Origin's authentication mechanisms, which means that your credentials and personal information never goes through our services. It took quite a while to setup a system which would allow us to process accounts in this way, along with multiple bug submissions and fix requests towards EA along the way. The end result allows us to verify your identity without processing your personal information, and only provides us with the absolute necessary data (such as your username, user id, etc.), used to verify ownership of the game.

With all that being said, this is a new system, and there are some portions of it that might not work perfectly. If you encounter any issues, please don't hesitate to contact us, either via the forums, or via our contact e-mail (found by clicking on the "Support" link above).

You can link your account right now by logging in to our SSO system with your Emulator Nexus account, and selecting the "Link your Origin Account" option. All traffic is SSL secured for even better confidentiality.

Please make sure to read all the warnings and instructions on the page.

Finally, even though this might appear to be a simple initial integration, we believe we could use it as a basis to provide more features to you, our users, such as the ability to transfer your soldier information and stats, automatically discover your friends, and possibly more, so let us know if there's something you'd like to see.

Thank you,
The Emulator Nexus Team

Hello everyone,

Since our last event with LevelBF was a great success, we're now proud to announce another event organized by "La Huitième Compagnie" (The team that has so far organized several Community Wars on BF4).
Starting on Monday, 27th of July at 20:30 CEST there will be the first ever BF3 Community War - on Venice Unleashed!

Two teams of 24 players will face off against each other on 4 maps (Grand Bazaar, Caspian Border, Noshahr Canals, Kharg Island)
The gameserver will be provided by us, the Teamspeak server will be provided by LHC.
It's not clear yet if we'll be able to have the gameserver running in 60 Hz mode but we'll soon carry out some tests.
Don't have a Venice Unleashed key? No worries, we'll take care of that!

How to join?
If you want to participate, you need to be part of a 4-person squad (consisting of 1 french-speaking squad leader and 3 "normal" players).
All further requirements, rules and dates can be found here (french), so please make sure to read it carefully.
This document will also tell you how to enlist.
Note: Enlisting is done on a first come first serve basis.

Community War: 27.07.2015 20:30 CEST (be present at 20:00! End is approximately 23:00)
Squad leader meet-up: 20.07.2015 21:00 CEST (If your squad leader is not present, your squad will automatically be excluded from the tournament)

Good luck everyone!

Everybody participating in the Community War will of course permanently keep their access to the Closed Beta ;)