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[其他] DF的 FFB 数毛文总结,技术的 SE 你给我跪下

呃,360有播片不假,不过我相信,df要测桢数也是筛选过的,他丫绝对不会傻到拿360是播片ps3是rt的桥段来测桢数谢谢!


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再认真读了一下df的文章.其实人家已经说的很清楚了,而tg上还在争.文章第一部分讲的是即时的对比,包括画面和桢数,第二部分分析的播片的质量,也进行了对比.桢率分析的视频在第一部分,360和ps3的都是即时演算的,包括过场和gameplay.第二部分的播片对比图如下:





这个时候ps3的图象也不是rt的而是播片.

[ 本帖最后由 爱游戏 于 2010-3-5 20:50 编辑 ]



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第一部分rt对比里有这样一段话:
Despite notable improvements over the initial demo code, Final Fantasy XIII on PlayStation 3 still had a few performance weaknesses in its final Japanese retail rendition and these have been carried over to the UK launch code too. The Crystal Tools engine seems to have issues rendering several characters simultaneously, especially if the protagonists are close-up when presumably the highest LOD models are being displayed. Additionally, the full-resolution alpha buffers used for the likes of particle effects could also cause issues - pretty impactful in the demo code, much improved in the retail release.

We previously speculated that this would be less of an issue on the Xbox 360 and it turns out we were right. But of course, bearing in mind the big resolution reduction, if there wasn't some kind of performance benefit, we'd be pretty shocked.

尽管同先前的demo相比有显著提高,但ps3ff日版的最终版还是存在一些运行效率问题,这些问题也同样在美版上存在.水晶工具在渲染同屏多个角色时容易出现效能问题,特别当镜头拉近,主角以高模的形态呈现的时候.另外,在处理全分辨率的诸如粒子效果之类的alpha缓冲时也会造成桢率下降,这个问题demo中最明显,而成品中已经得到大幅度改善.

我们事先猜测360版的应该不会出现诸如此类的运行效能问题,事实证明了我们是对的.当然,如果分辨率降低之后,运行效能还不能得到提升,那才真正让人震惊.(草你个技术的se)


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搞了半天你还没回家呀....你这发言纯粹是灌水.

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