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[新闻] GAMESPOT对KILLZONE2的画面评语 次世代最高

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原帖由 kill47 于 2008-12-5 17:18 发表
[img]http://bbsimg.ali213.net/attachments/day_081203/20081203_3c56d642cdb419faf511bxs1btDVfaWN.jpghttp://bbsimg.ali213.net/attachm ... a12QNqPAxRAhovf.jpg[/img]http://bbsimg. ...



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原帖由 da3ren 于 2008-12-5 14:26 发表

RF狗急跳墙了:D

销量被Wii操,画面被PS3轮,XO还剩什么呢

哦,还有一大堆PC缩水版枪车球
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原帖由 WhinStone 于 2008-12-5 16:45 发表

人家神机销量被Wii和XO一起抡,画面又被XO踩在脚下,还不是照样很开心地混那些PC缩水版抢车球~
软青真是神了
别人狠狠搧了你几巴掌,你却还面不改色的死皮赖脸的凑上去套近乎……真是贱到一定境界了!你还要脸不?



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老湿说得对!!:D :D :D

您老也出动了?


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引用:
原帖由 爱你一棒陲 于 2008-12-5 11:04 发表
为何上面的图和高清视频里差得N远?尤其是第一张

众目睽睽之下放CG又不是没干过,有啥啊?
http://club.tgfc.com/thread-5922760-1-1.html
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原帖由 爱你一棒陲 于 2007-11-10 16:20 发表

可以玩5小时的独占内容起码能保证XO版GTA4销量是神机版3-5倍,敢不敢赌一把?

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引用:
原帖由 黑龙 于 2008-12-5 22:16 发表



软青真是神了
别人狠狠搧了你几巴掌,你却还面不改色的死皮赖脸的凑上去套近乎……真是贱到一定境界了!你还要脸不?
嘿,无机酸黑龙老师
现在在哪儿蹭机呢?

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引用:
原帖由 黑龙 于 2008-12-5 22:16 发表
软青真是神了
别人狠狠搧了你几巴掌,你却还面不改色的死皮赖脸的凑上去套近乎……真是贱到一定境界了!你还要脸不?
这神机都率领我们有系列团扑菊爆了,足下这等索青还把脸贴上去干吗?

[ 本帖最后由 WhinStone 于 2008-12-5 22:59 编辑 ]

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live上不了了。。。挨。。。。。

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我不止一次看到这种奇景:任饭猛抽软饭的耳光,被抽得满脸红肿的软饭却仍然厚着脸皮主动凑上去套近乎,拼命用热脸贴冷屁股毫无羞耻可言,那副贱样足以令人落泪。
各位可曾在国内tvgame论坛上见过如此奇异扭曲的生物?
不愧是软饭,真是名副其实,我当初没给你们起错这个名字。

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引用:
原帖由 黑龙 于 2008-12-5 23:13 发表
我不止一次看到这种奇景:任饭猛抽软饭的耳光,被抽得满脸红肿的软饭却仍然厚着脸皮主动凑上去套近乎,拼命用热脸贴冷屁股,毫无羞耻可言,那副贱样足以令人落泪。
各位可曾在国内tvgame论坛上见过如此奇异扭曲的生 ...
果汁老师的新精神胜利法?
怎么不继续玩猜销量游戏了?

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说到奇异扭曲,请参照某群体看到他们热捧的我们有系列团扑之后的表情~

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这是IGN对于killzone 2画面技术上的报道 谁有兴趣可以翻译下...

http://ps3.ign.com/articles/935/935548p4.html

However, I found that this was just the surface of some of the technical elements that have been included within Killzone 2. According to Arjan Brussee, Development Director at Guerrilla, the development team built out a deferred rendering engine, which combines up to eight separate buffers within a section to create a final image for the screen. He demonstrated this by turning on and off the Z buffers, specular lighting, texture buffers and other layers to show off the various elements that made up the composite image, and finally showed what the entire stage would look like when combined. On top of this, Arjan pointed out, lighting and motion blur effects within the game are performed as a full screen pass to blend all of these effects together. Arjan stressed that the game's engine was so detailed that, "each pixel has velocity. It's not just a special effect, but this is used for particles, it's used for explosions, and it's used for motion blurring for character movement, which adds an extra sense of depth."

There's much more to the Killzone 2 engine than deferred rendering and screen passes; in fact, Arjan mentioned that every composite that is rendered within the game is placed solely upon the SPUs to lock in the framerate at a solid 30 FPS. During small battles, one or two SPUs will pick up a majority of the action, but during heavy firefights with large explosions and numerous characters onscreen, all six SPUs will pick up the load and balance everything accurately. Surprisingly, even within the heaviest firefight onscreen, Arjan pointed out that the largest load on each one of the SPUs didn't exceed 60%, which ensured that the framerate remained consistent throughout the game. On top of this, Arjan pointed out everything from light bloom and internal lens reflection effects to true geometric particles that fly from walls and collide with the ground realistically based on the direction of an explosion.



Death From Above.What's more, each light that's shown in a level, whether it's the individual lights on an ISA outfit or from the Helghast goggles, are true lights that will illuminate their environment. This means that as the Helghast move, for example, their glowing faces will actually cast beams of light that will fall on the walls and other objects around them. On one map, he indicated more than 200 individual light sources that behaved as true lights along with the other finer details, rendering and screen passes from before. Arjan also pointed out that "every single polygon within the game as a texture id, so when it's shot in the game, it responds accurately to the particular bullet." That includes ray tracing of every bullet hole, but it also includes loads of detail that might be easily missed by players as they run and gun their way through these battles like dynamically burning cloth, swelling and flowing water, and dust and smoke particles.

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引用:
原帖由 东方红一号 于 2008-12-5 13:29 发表

棒槌当然有机,丫再不入台神机怎对得起自己那被草烂的菊花?
你挺有先见之明么,知道自己就是被X的,所以直接操MJ出来裸奔是吧?

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原帖由 超越神的牛肉人 于 2008-12-5 23:20 发表

果汁老师的新精神胜利法?
怎么不继续玩猜销量游戏了?
像三红机这样最早发售、次世代最贱价格、最好开发环境、最多独占大作、最长保修期却仍然在日本欧洲被草翻在地,只能躲在自家老窝里苟延残喘,作为三红饭的确只能靠精神胜利法了

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软饭口中秒杀lbp的神作斑卓熊的销量

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引用:
原帖由 东方红一号 于 2008-12-5 13:35 发表

没玩过CRYSIS就明说么,显卡危机当初不也被您这棒槌喷成游戏性渣都不如,这么健忘要不要回EG翻翻您的老帖高论?你当众人也跟你似的这么没下限?
CRYSIS画面好不好关游戏性屌事?明目张胆偷换概念展现自己那可怜巴巴的IQ?

显卡危机就是看个画面,游戏性马马虎虎而已,想来你也就只能看别人的截图打手枪。想SY早说啊,在下这里1080P最高画质4AA的截图多得是。

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