» 您尚未登录:请 登录 | 注册 | 标签 | 帮助 | 小黑屋 |


发新话题
打印

[其他] I3+750TI=PS4 I3+1050TI=PS4PRO 大致是这样吗?

引用:
原帖由 endrollex 于 2017-1-18 14:44 发表

这图2600K比5960X最低帧就要低15帧了,970+2600K 40+帧很正常啊,你这柱状图欺负不仔细看的

40+帧如果帧生成时间不稳定,那是要不如垂直同步的30帧流畅
这是vhq,他说的可是中低特效。

你家的ps4版黑色行动是30帧的?另建议你去看下df评测主机版黑色行动3的视频,泥潭主机党脑补稳定帧数和帧生时间的本事一流。

反正评测都不可信,自己脑补感官最准,是不是这个道理?

[ 本帖最后由 EpilogueSKM 于 2017-1-18 15:00 编辑 ]


TOP

引用:
原帖由 EpilogueSKM 于 2017-1-18 14:46 发表


这是vhq,他说的可是中低特效。

你家的ps4版黑色行动是30帧的?另建议你去看下df评测主机版黑色行动3的视频,泥潭主机党脑补稳定帧数和帧生时间的本事一流。

反正评测都不可信,自己脑补感官最准,是不是这 ...
测评看了,主机版画面有轻微卡顿,但还是做过优化的,尤其是帧数稳定性
PS4用到的一项叫 visual integrity of v-sync 的技术,古墓崛起也用到了,垂直同步不用锁定30帧,更灵活,40帧也一样能优化延迟
Treyarch aims for the visual integrity of v-sync, but allows some flexibility in the render-time budget in order to reduce latency.
这个我在PC上貌似没听说过



TOP

引用:
原帖由 endrollex 于 2017-1-18 15:42 发表

测评看了,主机版画面有轻微卡顿,但还是做过优化的,尤其是帧数稳定性
PS4用到的一项叫 visual integrity of v-sync 的技术,古墓崛起也用到了,垂直同步不用锁定30帧,更灵活,40帧也一样能优化延迟
Treyarch  ...
帧数稳定?你管23帧到60帧的帧数浮动叫帧数稳定?





[ 本帖最后由 EpilogueSKM 于 2017-1-18 15:56 编辑 ]
附件: 您所在的用户组无法下载或查看附件


TOP

引用:
原帖由 EpilogueSKM 于 2017-1-18 15:51 发表


帧数稳定?你管39帧到60帧的帧数浮动叫帧数稳定?

901886
这就是主机优化了,跟一般30帧优化不一样,看文章是用到了虚拟整数垂直同步,相关资料比较少,也就是说39-60帧的浮动也能优化成垂直同步
http://www.eurogamer.net/article ... erformance-analysis

传统的垂直同步都是强制降低显卡的帧输出率,让其跟显示器同步。鉴于大部分用的液晶显示器都为60HZ,那么垂直同步就是将显卡输出强制变为60FPS,但这样的帧数输出降低会导致游戏的输入延迟,就是所谓的操作不顺畅感(非画面卡)。但虚拟垂直同步技术可以让开启垂直同步后的帧率远远大于显示器实际能显示的画面,而且在游戏中不会产生撕裂,因为这个技术能选择性输出帧,将因渲染不完全导致画面错位的那些帧筛出掉,虽然显示器由于硬件的限制,无法实际输出大于自身刷新率以上的帧率,但是在虚拟垂直同步技术下可以保证画面不撕裂,并以高帧率输出解决了传统垂直同步带来输出延迟。

TOP

引用:
原帖由 endrollex 于 2017-1-18 15:58 发表

这就是主机优化了,跟一般30帧优化不一样,看文章是用到了虚拟整数垂直同步,相关资料比较少,也就是说39-60帧的浮动也能优化成垂直同步
http://www.eurogamer.net/article ... 015-call-of-duty-bl ...
DF原文:http://www.eurogamer.net/article ... erformance-analysis

Gameplay set in narrow corridors, alongwith low key gameplay moments away from frenetic combat can see the engineattain the familiar 60fps expected from a Call of Duty title. However, as wemove into more open areas packed with greater amounts of geometry detail andmore challenging effects work, frame-rates start to suffer on both consoles andthe 60fps fluidity is gone. Performance ranges from 40-55fps and seem highlyvariable in motion, leading to inconsistent controller response and a stutterto motion we don't usually associate with the series.

你说的那个技术只是减少了画面撕裂:

Screen-tear is also present too - but it'slimited to just the top of the screen. Treyarch aims for the visual integrityof v-sync, but allows some flexibility in the render-time budget in order toreduce latency. It's a technique that's becoming increasingly popular in moderntitles (Rise of the Tomb Raider does something similar) and in this case, theflickering at the top of the screen can distract.

DF总结:
On the face of it, the raw metrics we drew from our captures don't look so bad - PS4 hands in an average frame-rate of 51fps, Xbox One is at 49fps. From our sample, around 15 per cent of the video output consists of dropped frames on the Sony console, rising to around 18 per cent on Xbox One. Arguably that's already too high for a Call of Duty game, but it's drawn from the complete sample and not really representative of in the moment gameplay - there, it's the sudden, often jarring changes during gameplay that can compromise the experience.

And it's Xbox One where we see the mostextreme scenarios where Treyarch's precarious balancing act doesn't really workout. A frantic shoot-out defending a control room is a low point: while PS4sticks close to 60fps at various moments throughout the battle, Microsoft'ssystem frequently struggles to rise above the 35-45fps No Man's Land,eventually succumbing to a 28fps drop. The situation here is grim: judder andfluctuations in controller response compromise the gameplay, while the dynamicresolution plateaus to its lowest point. It doesn't look great, but moreimportantly, the feel is wrong.

Adding to the sense of inconsistency is theuse of cut-scenes capped at 30fps, which instantly segue into gameplay with theframe-rate unlocked. On the plus side, image quality increases here - bothsystems render these sections at 1080p. However, it's not just the cinematicsthat run at the lower frame-rate: every non-playable sequence does, even to thepoint where interacting with levers and buttons, breaching into rooms andgetting in and out of vehicles sees this sudden, jarring shift in the update.It's another example of how the visual language of Call of Duty has changed -and not really for the better.

And that's a shame. In many ways,Treyarch's ambitions for the Call of Duty campaign are a revelation for theseries - it's still a limited, linear experience built on spectacle, but theability to share the experience with others and to access any area you want,whenever you want (servers permitting) is a game-changer. But perhaps the teamhas pushed too hard here. In many senses, frame-rate is gameplay, and that'sespecially true of Call of Duty, where the interface between player and gamerelies so heavily on crisp response and low latency controls. In the Black Ops3 campaign, fluidity is compromised and in the case of Xbox One in particular,image quality suffers badly when performance is at its worst. PlayStation 4offers an improved overall experience, but there's the sense that the balancingpoints still aren't quite right.

[ 本帖最后由 EpilogueSKM 于 2017-1-18 16:06 编辑 ]

TOP

引用:
原帖由 EpilogueSKM 于 2017-1-18 16:00 发表


DF原文:

Gameplay set in narrow corridors, alongwith low key gameplay moments away from frenetic combat can see the engineattain the familiar 60fps expected from a Call of Duty title. However,  ...
除了画面撕裂,延迟也减少了: in order toreduce latency

垂直同步的另一个作用就是减少帧生成时间,这点DF没做测试,估计他们也不会拿低端显卡来体验40+帧的PC游戏做比较
http://tieba.baidu.com/p/3758947964
开了后非常稳定,帧生成时间基本都低于20,不开的话会高很多。

TOP

引用:
原帖由 endrollex 于 2017-1-18 16:11 发表

除了画面撕裂,延迟也减少了: in order toreduce latency

垂直同步的另一个作用就是减少帧生成时间,这点DF没做测试,估计他们也不会拿低端显卡来体验40+帧的PC游戏做比较
http://tieba.baidu.com/p/37589479 ...
你说的好像pc游戏没垂直同步技术一样。

我就纳闷df评测主机版的cod不尽人意,帧数不稳定,波动大,操作响应不尽人意、动作卡顿。

你们这黑色行动3 970中低画质体验都不如ps4是如何得出?

[ 本帖最后由 EpilogueSKM 于 2017-1-18 16:20 编辑 ]

TOP

引用:
原帖由 EpilogueSKM 于 2017-1-18 16:16 发表


你说的好像pc游戏没垂直同步技术一样。

我就纳闷df评测主机版的cod不尽人意,帧数不稳定,波动大。

你们这黑色行动3 970中低画质体验都不如ps4是如何得出?
《黑色行动3》优化曝严重问题 主机也卡
http://soft.zol.com.cn/550/5508052.html
之前《使命召唤:黑色行动3》公布了推荐配置显卡在1080P下只需要GTX970即可,然而真是发售以来,玩家们却表示有些扛不住。
据外媒报道,不少玩家表示《黑色行动3》的卡顿非常严重,而且帧数在游戏运行2、3分钟后就开始不稳,5分钟后游戏就几乎卡的无法继续了。而且这是在GTX980下的表现,很难让人理解。
PC平台出现问题之后,主机平台也曝出问题。PS4和Xbox One版均出现了画质不稳定、频繁死机的状况,游戏帧数较大的跳动甚至一度跌落到了40FPS左右。
对此动视和负责《黑色行动3》制作的T组都表示正在排查BUG,会尽快推出修复补丁。在此之前,T组建议玩家开启垂直同步并锁帧运行。

从新闻反馈来看,主机版虽然也存在优化问题,但比GTX980好,起码能玩:D

[ 本帖最后由 endrollex 于 2017-1-18 16:24 编辑 ]

TOP

引用:
原帖由 endrollex 于 2017-1-18 16:22 发表

《黑色行动3》优化曝严重问题 主机也卡
http://soft.zol.com.cn/550/5508052.html
之前《使命召唤:黑色行动3》公布了推荐配置显卡在1080P下只需要GTX970即可,然而真是发售以来,玩家们却表示有些扛不住。
据外 ...
喷了,战不过,就随便找个国内野鸡新闻来么?泥潭索青就是这么low

[ 本帖最后由 EpilogueSKM 于 2017-1-18 16:27 编辑 ]

TOP

引用:
原帖由 endrollex 于 2017-1-18 09:11 发表
很多有游戏,30帧 PC卡出翔 PS4却流畅
你要降低到硬件跟PRO一个档次玩30帧,实际体验那就等着卡顿吧

PS4上30帧是做过优化的,帧生成时间稳定,垂直同步,指望厂家还给你PC优化30帧?
主机的CPU是专门为游戏服务 ...
pro个古墓哪儿来的4K
不是1080P30帧和1440P砍特效30帧么

TOP

引用:
原帖由 endrollex 于 2017-1-18 16:22 发表

《黑色行动3》优化曝严重问题 主机也卡
http://soft.zol.com.cn/550/5508052.html
之前《使命召唤:黑色行动3》公布了推荐配置显卡在1080P下只需要GTX970即可,然而真是发售以来,玩家们却表示有些扛不住。
据外 ...
黑色行动3只要关掉那个什么太阳渲染啥的就毫无压力了,上一代也是这样,这个特殊效果只有PC才有,而且开了跟没开几乎没有区别,纯粹为了吃显存弄的。至于真正效果如何,建议你找个I5+970的显卡玩玩就知道了。没必要神话PS4 PRO,虽然说实际跑游戏整体效果上可能能强过970,不过也仅仅如此了,现在这种结构下没有什么黑科技,都是一样的。

TOP

posted by wap, platform: 红米Note2
索青又来优化论了,也就骗骗傻逼

TOP

BO3?
BO3的屁屎4才是真惨啊,炸的时候准心动作大点就找不到瞄哪儿了
塞PRO也没改善

TOP

posted by wap, platform: Samsung
PC青也就是以前软饭遗老吧。

去年脑抽风配了5820+980。
结果也就是玩玩兰斯和炉石。

小日本的游戏还是对PC还是不友好。

TOP

引用:
原帖由 安琪拉之歌 于 2017-1-18 18:31 发表
posted by wap, platform: Samsung
PC青也就是以前软饭遗老吧。

去年脑抽风配了5820+980。
结果也就是玩玩兰斯和炉石。

小日本的游戏还是对PC还是不友好。
牛肉人根本玩电脑没玩两年

E片看上去还行估计至少有七八年

TOP

发新话题
     
官方公众号及微博