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[新闻] God of War III两版本数毛对比by df~~ps3版完胜~

http://www.eurogamer.net/article ... s-retail-blog-entry

God of War III: demo vs. review code
March 9th, 2010

Back in 2005, Sony Santa Monica redefined the technical limitations of an entire console generation with the epic God of War. Five years later, the team has done it again with its debut PS3 outing. God of War III is magnificent.

But you've played the game already, right? Last year's E3 demo received a limited release in Europe before the code was circulated widely with the US release of the God of War Collection, and the sampler was recently made available as a general release on PlayStation Network.

Checking out the final God of War III review code, it is obvious that while impressive, the demo is simply not fully representative of the finished game. Understandably, extensive amounts of content didn't make it into the sampler, but more than that a range of visual effects have been added and performance has been improved considerably.

For the sake of not spoiling the game, we won't cover the additional content (cool though it is!), but a comparison of effects and performance offers an intriguing window into just how much the Sony Santa Monica tech team squeezed out of the hardware in the final months of God of War III's development.

Perhaps the most obvious change to the game is an extensive retooling of the lighting scheme, which for the most part is now much richer and more realistic. Dark areas of the demo level now seem to more accurately represent the effect of the ambient light on the environment.





The most obvious change is in the lighting of the entire level - far more of the art detail is now more readily apparent.


A realistic, per-object motion blur has also been added to the game. This has the effect of giving the game more realism in motion, but does have the unintended side effect of not looking so clean in screenshots.




It's interesting to note that the Sony Santa Monica team has made a number of graphical improvements across the board, some very noticeable, others subtle. The changes on the Titan are immediately apparent, with an obvious level of increased detail in the skin texture.




Smaller tweaks to the level are also apparent. In this brace of shots, we can see that the team has added additional shadow effects that were not present in the demo.



The fire effect on Helios's circling chariot now looks much more detailed, and you can also see how the main light source that influences the environment has been changed between the demo and retail versions of the game.




It's also interesting to note that Helios himself now looks subtly different compared to his debut in the demo. There's dither on his hair in the demo that is much reduced in the final version. Could it be an effect of God of War III's new anti-aliasing technique? According to posts on the internet by Sony Santa Monica itself, God of War III is using an implementation of morphological anti-aliasing, carried out by the SPUs. This achieves superior edge-smoothing, and is another example of how offloading tasks typically done on the graphics chip can result in both performance and quality increases.




Bearing in mind just how much of a visual upgrade the game has had, it's impressive that the improvements do not restrict themselves simply to visual quality. Sony Santa Monica has achieved all of this while creating a faster, smoother game. In this video we have several different clips taken from a playthrough of the God of War III demo. These have then been matched with action taken from the same areas in the review copy of the game.



The conclusions from the video are enlightening: the video above shows a significant improvement in frame-rate in like-for-like scenes. In our analysis of the E3 demo, we were curious about why the game ran with an unlocked frame-rate when in the thick of the action, frame-rates were around the 30FPS area anyway. Looking at the final game, the performance increase speaks for itself, and while there is still noticeable judder incurred by the variable frame-rate, the effect is mitigated somewhat by the quality of the motion blur.

We'll have more on God of War III soon.

帧率分析视频含有新武器的用法,警告下不想透的,别看了后要关我xhw哦~

动态模糊少见地优质~识货的就知。。。
帧率提升明显~
mlaa的表现最明显可参考可乐思的死人头~~~
本来demo嘴巴上那点锯齿都消失了~堪比ssaa~
锐度却没变差~
尤其在愤爷胸鸡上的质感的对比可以体现。。。。
纹理提升。。

但视频中光源有缩减嫌疑,可能跟用勾魂爪有关,不过只要换上剑后,光源又回来了。。。。

结论:
cpu比gpu做aa还好很多,rsx是陀屎~

[ 本帖最后由 倍舒爽 于 2010-3-10 03:44 编辑 ]
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光看图觉得demo和最终版的画面各有取舍啊。有的地方明显demo的好,有些则是最终版的好~~~~



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final增加了lighting,调高了contrast和brightness,稳定了帧数。很好!!!

不足高光部分细节全无。

有几张对比图好像还是demo好点。

还有张final加了动态模糊的,怎么都糊了?感觉怪怪的。

第一张的奎秃,明显是demo远好于final版的,final看上去一张纸。

[ 本帖最后由 希思黎 于 2010-3-10 03:31 编辑 ]


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我说第二组图Demo完胜最终版~~~有不赞同的么?

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有火马的那张也完胜了。

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有些图DEMO看上去更犀利

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为什么软饭为了踩战神3不惜捧战神3的DEMO?
心态神了...
本帖最近评分记录
  • BeastMa 发贴积分 -200 违规内容 2010-3-10 10:22

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管他那麽多呢!!出了就玩,先爽才是最实际的,玩不到的最终还是玩不到,看视频找错也就是发泄一下!!:D

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对比图截的有问题吧,DOME是静止的,完成版就成动态的了?

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最后一组图,final版把右下角的影子缩掉了

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如果PS3按照当初久多良木的设计而不缩水,使用双CELL取代GPU的话,不知道现在画面会强到什么程度了

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引用:
原帖由 mapledot 于 2010-3-10 08:33 发表
如果PS3按照当初久多良木的设计而不缩水,使用双CELL取代GPU的话,不知道现在画面会强到什么程度了
双CELL方式目前看更难以开发,结果可能更糟。

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最后一张图影子应该是改变位置了,看身上影子方向距离都不同

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等看到实际游戏再说,这种比较完全不能代表实际观感

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我靠!自己和自己都比,看标题我还以为GOW3跨了呢

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