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[新闻] 阿伦醒醒关于分辨率的官方回复

如果今年的VGA最佳画面被这个540P的游戏拿到, 不知道某些人会说啥.

放心,战神3是肯定拿不到的,我话就放这了.



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偶不关心多少P,只希望这个游戏有寂静岭的感觉



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引用:
原帖由 彩虹上校 于 2010-4-21 12:08 发表
如果今年的VGA最佳画面被这个540P的游戏拿到, 不知道某些人会说啥.

放心,战神3是肯定拿不到的,我话就放这了.

这个我持相反意见:D

战神3的部分场景把它的大场景画面优势表现得很淋漓尽致,很有感染力

阿兰的优点我认为在于光影,就看实际游戏进程中,制作组有没有把这个优势以比较煽情的方式暴发出来了


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引用:
原帖由 彩虹上校 于 2010-4-21 12:08 发表
如果今年的VGA最佳画面被这个540P的游戏拿到, 不知道某些人会说啥.

放心,战神3是肯定拿不到的,我话就放这了.

过分吹捧没有任何意义.现在看来alan不光是分辨率的问题,贴图的材质精度也不很令人满意.

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引用:
原帖由 爱游戏 于 2010-4-21 16:47 发表


过分吹捧没有任何意义.现在看来alan不光是分辨率的问题,贴图的材质精度也不很令人满意.
精度倒一般,主要觉得略缺点质感,比较平。。。。

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以前techdemo的大场景和细节精度表现估计不会特别显眼了,我认为阿兰从最初要打造的卖点就是光影,我们纠结了这么久,不应该忘掉这一点

[ 本帖最后由 superjay 于 2010-4-21 16:52 编辑 ]

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画面渲染靠的是整体评价,特效、环境刻画、艺术风格、气氛等各方面要素都会考虑到,如论技术,估计今年的孤岛2会是最高,但未必有感觉,XO版的MW2画面被IGN评为10分,可分辨率却只是600p,说明什么?如果光靠技术,假设船长2在色彩的设定上没有下功夫,机器2没在艺术美工上下功夫,估计其效果都会大打折扣,阿兰,拭目以待吧,5年的东西还是期待的

[ 本帖最后由 小色 于 2010-4-21 17:04 编辑 ]

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引用:
原帖由 小色 于 2010-4-21 17:03 发表
画面渲染靠的是整体评价,特效、环境刻画、艺术风格、气氛等各方面要素都会考虑到,如论技术,估计今年的孤岛2会是最高,但未必有感觉,XO版的MW2画面被IGN评为10分,可分辨率却只是600p,说明什么?如果光靠技术,假 ...
是这个道理,应该说之前期望值有点太高了

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:Dhttp://www.eurogamer.net/articles/digitalfoundry-alanwake-sub-hd-blog-entry

Alan Wake: the sub-HD debateApril 20th, 2010
Remedy has responded to online claims that upcoming Xbox 360 exclusive Alan Wake runs with a sub-HD resolution, releasing a statement saying that "modern renderers don't work by rendering everything to a certain final on-screen resolution".
Despite a review version of Alan Wake being sent out by Microsoft to the games media with a strict embargo that expires in early May, some websites have run videos and taken screenshots from which pixel counters reckon that the game's native resolution is 960x540. This appears to be a somewhat different state of affairs when compared with early Wake footage we took a look at back in August last year, which was definitely a native 720p.
Initial comments from Remedy expressed dissatisfaction with unauthorised movies, which it said were captured at 960x540, suggesting that they made the game look worse than it actually is. However, it's clear that the resolution analysis was actually performed on shots from German website videogameszone.de and the screens themselves were clearly taken at 720p settings. These shots have now been removed.
Posting on the Alan Wake community forums, Remedy's Markus Maki says that today's renderers use "a combination of techniques and buffers to compose the final detail-rich frames, optimising to improve the visual experience and game performance. Alan Wake's renderer on the Xbox360 uses about 50 different intermediate render targets in different resolutions, colour depths and anti-alias settings for different purposes."
Maki points out that the component parts of the image, including "cascaded shadow maps from sun and moon, shadow maps from flashlights, flares and street lights, z-prepass, tiled color buffers, light buffers for deferred rendering, vector blur, screen-space ambient occlusion, auto-exposure, HUD, video buffers" are all individual elements with their own individual resolutions which are then combined into one 720p image.
So, who is right - Remedy or the pixel counters? Perhaps the most crucial thing is that there is nothing in Maki's carefully worded statement that is at odds with what the pixel counters are saying. Native resolution of the actual framebuffer is never mentioned. That metric is indeed just one element in overall image quality, but it is also one of the most important. Remedy's argument is very similar to the one put forward by Bungie in the wake of Halo 3 being revealed as running at 640p. The bottom line there is that there's little doubt that the Master Chief epic is sub-HD, and would look significantly improved running at native 720p - indeed, the team's own shots confirm that.
Maki is quite right to point out that individual elements of the image operate at their own individual resolutions, but in most cases the opaque geometry usually operates at 720p. Killzone 2 has a 640x360-sized buffer for particles. Conversely, some of the textures on Kratos in God of War III are 2048x2048 in size, but both games are obviously 720p: no-one claims that these games are 360p or 2048p.
Moving on from that, when we select custom resolutions in PC titles, opaque geometry is the key metric being used to define the size of the framebuffer. It's the amount of pixels used to create the image: higher-resolution shadowmaps or textures can't change that, although they do of course play their own part in overall image quality. Regardless, it's also the case that going lower than 720p usually results in scaling artifacts (most noticeable on high detail and edges) and a blurrier image overall.
While the size of the framebuffer is pretty crucial, it is fair to say that there are a host of other factors that come into play - and this is the point that Remedy is putting across. In Tekken 6 on Xbox 360, players actually have the chance to play the game at sub-HD resolutions with motion blur enabled, or else at 1365x768, scaled down to 720p (with the blur removed).


1024x576 up against 1365x768 in Tekken 6. Despite the high-contrast image, aliasing artifacts are not that different between the two shots and textures actually look sharper in the sub-HD interation.

In this case, Namco is using the additional power available with the lower resolution not just to calculate the extremely realistic per-object motion blur. It is also implementing more texture-filtering. Amazingly, despite the huge resolution gulf, Tekken 6 is resolving noticeably more detail running at its 1024x576 default.
Of course, it can also be argued that if Tekken 6 used the same quality of filtering at native 720p, it would offer the best of both worlds and would look better still, but working with consoles requires an acceptance of the reality that there is a finite level of resources available.
If, as the pixel counters say, Alan Wake is running at 960x540 with 4x multisampling anti-aliasing, we do have an existing example of how this looks. Sony's Siren Blood Curse remake on PS3 runs with exactly the same framebuffer set-up. It's another example of how overall image quality still looks very good, and it's pretty impressive just how much the 4xMSAA contributes to reducing the scope of the edge-aliasing. Look beyond the over-bearing grain filter and edge aliasing is virtually non-existent.


Siren runs at 960x540, 4xMSAA and possesses a distinct visual set-up - edge aliasing is extremely difficult to locate throughout the game.

In short then, while native resolution is a defining factor, it is not the be-all and end-all of image quality. Where we have cross-format games and a direct comparison, usually the extra resolution we get from native 720p does make a difference. In the case of Alan Wake, there will be no such comparison, and bearing in mind the extended development time, you would hope that we would see something of the "Tekken effect", whereby any shortcoming in resolution there would be mitigated by processing being carried out elsewhere.
Look out for Digital Foundry's analysis of Alan Wake at review time.

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澳洲媒體來了
http://www.capsulecomputers.com. ... -matias-myllyrinne/
好像也沒什麼特別的?

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引用:
原帖由 D-JoeV2 于 2010-4-22 01:01 发表
澳洲媒體來了
http://www.capsulecomputers.com. ... -matias-myllyrinne/
好像也沒什麼特別的?
From what we saw last night the wait for Alan Wake has been well worth it.  Graphically the game looks absolutely amazing, the attention to detail is outstanding.  The story feels like it has a purpose and is very solid, Alan also has a support staff of NPC’s that help him through the game at certain parts with combat but also provide great storytelling and dialog conversations which breathes even more life into the game.

Most importantly the game-play is outstanding.  Anyone who’s played Max Payne will feel right at home.  Using their proprietary Remedy Engine called ”ALAN WAKE”, the movement and feel when controling Alan in combat is excellent, aiming your torch and using your selected weapon of choice to take down your enemies soon becomes second nature as the control system is amazingly easy to master.   This is perfect as it makes playing through the game even more enjoyable.  Unfortunately there is no Bullet-time  but there are some special slow-mo moments that happen when you blow up your emenies with flares and other cool weapons, hard to explain in writing but trust me its a pleasure to see
......

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原帖由 tommyshy 于 2010-4-22 09:02 发表

From what we saw last night the wait for Alan Wake has been well worth it.  Graphically the game looks absolutely amazing, the attention to detail is outstanding.  The story feels like it has a purp ...
太假了

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全部都是赞誉之词,我是不是可以认为塞钱了?

ps:remedy公司是哪个国家的?我记得不是澳大利亚的吧

[ 本帖最后由 小色 于 2010-4-22 09:33 编辑 ]

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真的很假……现在这个问题暂时没有再讨论的价值了,官方的解释出来前也就只能继续扯“觉得”糊还是“觉得”不糊而已。
既然明确说帧缓存已经到了80MB,那么547P必然是Remedy做了一些有趣的取舍之后的结果,等解释吧。
之前不爽是为的官方回复的那种不负责态度,不过现在至少官方论坛另一个管理员还算做了比较像话的回复:

http://forum.alanwake.com/showpost.php?p=71129&postcount=1510
http://forum.alanwake.com/showpost.php?p=71145&postcount=1520

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原帖由 暴皮 于 2010-4-22 09:41 发表
真的很假……现在这个问题暂时没有再讨论的价值了,官方的解释出来前也就只能继续扯“觉得”糊还是“觉得”不糊而已。
既然明确说帧缓存已经到了80MB,那么547P必然是Remedy做了一些有趣的取舍之后的结果,等解释吧 ...
多种分辨率:D

等游戏发售后你自己去看过试过再买

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