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原帖由 @ns2014 于 2014-3-17 00:53 发表 posted by wap, platform: 华为 (A199) 是没说,只不过连接近都做不到,还不如以前的cod就不像话了
元始天尊
原帖由 FXCarl 于 2014-3-17 00:36 发表 我不觉得 MSAA 关掉就可以从 792 跑到 1080 …… 这个像素数量差的有点多啊 …… 个人抵制一切 ScreenSpace 的 AA 。这些技术不适合强竞技类型的 FPS …… 它会模糊掉锐利的同时减少画面的信息总量,这对于很快就 ...
原帖由 grammyliu 于 2014-3-17 00:46 发表 posted by wap, platform: iPhone 我玩cs最爱用的分辨率是640*480。。。
原帖由 Nemo_theCaptain 于 2014-3-17 02:11 发表 Titanfall is an online-only game, so we will try to provide a very good support after release. There are some points that may improve performance on which we are still working. We are trying to better ...
魔头
Flora's Proust
Mimi's Guardian
原帖由 @Nemo_theCaptain 于 2014-3-16 10:11 发表 Titanfall is an onlineonly game, so we will try to provide a very good support after release. There are some points that may improve performance on which we are still working. We are trying to better distribute the particle rendering on multiple processor cores. There is potential power, just like physics calculation. Therefore, the framerate drops when tons of simulated physics objects are flying through the area and countless particles are shown. Therefore, we are also working to improve these two systems. We still basically use the version of Havok physics engine which was also used in HalfLife 2. We have made a lot of performance and stability improvements, but it is in essence still the same. In the future we will probably look around for other physics engines, because the version used here is somewhat outdated. Titanfall is therefore using a very early version of Havok, which was then heavily revised by Valve for HalfLife 2 and optimized by us. But it is not at the same level of current, more modern versions of Havok. 技术监督Richard Baker的发言 http://www.worldsfactory.net/201 ... sparticlesphysics