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ign是不是说respawn稍后会调整titanfall的帧数或者分辨率?

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


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posted by wap, platform: 小米 (MI 1S)
引用:
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
不如COD太正常了,COD就是捉迷藏游击战,根本不是一个位面的



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引用:
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 ...
那是重生官方的说法,能不能做到他们也不保证,只是说在努力
画质和竞技性的问题可以参考2012年的CE3版Nexuiz,开启竞技模式不会降低特效,但敌人会以红色的高亮模型显示
问题在于泰坦本身的打法并不完全遵循传统竞技类FPS的思路
传统这类FPS的思路都是没用的特效越少越好,看的越清晰越好,但泰坦不论高中低特效,描绘距离都被限制在一个范围内,雾气到处都是
这并不是单纯为了视觉效果,而是保障武器平衡性,削弱远程火力的作用,所以这个设定是不能去掉的
引用:
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。。。
CS1.X用低分辨率吃香跟引擎的判定有关系……分辨率越低判定越占便宜

[ 本帖最后由 Nemo_theCaptain 于 2014-3-17 00:56 编辑 ]


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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 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 Half-Life 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 In the future we will probably look around for other physics engines, because the version used here is somewhat outdated.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 Half-Life 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 ... s-particles-physics

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引用:
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 ...
HL2的物理~
说真的,泰坦训练关强烈的传送门2既视感

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引用:
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 ...
物理引擎的性能提高这些年主要就碰撞检测上有点进步,其它方面其实没什么可改善的。这也是为什么 PhysX 好多年没大更新了一样,都是增加些外围的东西,工具神马的。

把小物件碰撞全干掉速度立即飞飞的涨,现在物理引擎本来就不擅长做小体积碰大体积,让物理引擎自己算还不如手动根据速度方向做 Raycast 自己维护碰撞

[ 本帖最后由 FXCarl 于 2014-3-17 03:40 编辑 ]

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posted by wap, platform: iPhone
引用:
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
看来一直在努力,赞。不愧我刚刚在gamestop买了季票!

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