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“”公平与正义“”
原帖由 zo 于 2011-10-8 11:29 发表 233,直接叠化两个时段的场景啊。。。。
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原帖由 west2046 于 2011-10-8 11:35 发表 商品本来就是随便买,喜欢和不喜欢都可以买 按你的说法你不应出现在这贴,也不应评论废渣 按我的说法,只要不是造假诬陷,你喜欢怎么评论都没问题 瑕疵客观存在,你觉得没问题,没所谓,这是你的事,也没人逼妳觉得有问题,但是瑕疵还在
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原帖由 xys 于 2011-10-9 19:07 发表 可是我没象你那样不喜欢GT啊,本帖2楼你一上来就贴个GT5的权威评分,所以就转个对比图想分享下两作仅在图像层面上的差异而已 至于造假,我觉得你发的那张三机穿越图就很真,尤其是中图,毫无PS痕迹~你当然可以随便 ...
原帖由 allensakura 于 2011-10-9 19:28 发表 為啥我一眼就看出那是GT5?你P個真實就變真實了?還有FM4那是什麼垃圾壓縮,細節全沒了?
资深游戏菜鸟
原帖由 xys 于 2011-10-9 19:30 发表 恭喜你双目康复啦!:D
原帖由 allensakura 于 2011-10-9 19:35 发表 為什麼有人如此孜孜不倦的證明自己的智商低於平均值,看來我的智商太高了無法理解
[quote]原帖由 xys 于 2011-10-7 20:34 发表 那主赛道的柏油路面纹理为森么会有动态模糊呢?我也好想知道矮~~
What can you tell us about night racing and weather effects in Forza 4? Dan: Forza Motorsport includes alternate times of day for a small number of environments, but those alternates do not include dark night or weather effects. For Forza 4, the majority of our graphical investment went into our new image-based lighting (IBL) model, as well as new material shaders, which give our cars and tracks such a realistic, detailed look. With IBL, supporting the general look of night is not particularly hard. However, we take frame rate pretty seriously—we believe that having a solid 60 frames per second (FPS) experience with no tearing is very important for a simulation racing game. Delivering night is about more than just getting the general look right. As we found on the original Forza Motorsport, having multiple headlight projections with multiple cast shadows is computationally heavy—even using clever tricks like we did on the less powerful original Xbox platform. This makes delivering a strong night racing experience very difficult at 60 FPS without significant compromise. Regarding weather conditions, we do simulate different track temperatures. However, we did not get tire data for wet conditions from our tire partners at Pirelli. We do have SAE data about wet conditions, but it’s nowhere near as comprehensive as our Pirelli data. In order to simulate wet correctly, we’d like to get custom real-world test data to input into our system. Of course, physics isn’t the only difficult aspect of delivering wet conditions. Creating believable weather effects also depends upon gobs of particles and lots of shiny, reflective surfaces. There are several tricks for doing this, but it would still have made delivering the new graphical fidelity of FM4 at a solid 60 FPS nearly impossible in our development timeframe. If we cut down on the number of cars on track, used original Xbox-generation car models, dropped to 30 FPS, or (and this would be the most effective solution) built specific tracks from the ground-up to have less detail and thus extra performance headroom, then night racing and/or weather conditions may have been possible. Some of those trade-offs, we just were not willing to do. Others would require time that we used to develop other features in the game—specifically, the new graphical look of the game in general. Night and weather are features we will continue to evaluate as the franchise continues. We’re waiting for the right time to deliver these features to our fans.
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原帖由 west2046 于 2011-10-10 09:00 发表 又是那种以GT5为唯一标准了,真实也是以GT5为标准吗?233,你起码也搞个真实的图帖进来
原帖由 west2046 于 2011-10-10 09:54 发表