Q: We have so, so many questions, why won’t you give us any answers!?
A: The good news is that you won’t have to wait much longer to get many of the answers you’re looking for. The bad news is that they probably aren’t part of this FAQ today. Expect to get more insights into Reach in mid-January when some magazines around the world start hitting subscribers. Once that embargo clears we’ll open up the flood gates on Bungie.net accordingly. In the meantime, perhaps you will find the answers to SOME of your questions below…
Q: So what’s the deal, is this trailer “real” or not?
A: The Halo: Reach trailer was produced directly in our new game engine using real game assets. Because the game is still in the midst of development, which means things like framerate are still in flux, we do something called a “frame dump” that lets us spit out the content, frame by frame, and then compile it back as the video you all saw on Saturday. We can actually run this same cinematic right now, within the latest game build, but it’s not always at the consistent smooth framerate of the final game (yet).
Q: Awesome, so this is what the final game will look like?
A: This trailer absolutely represents our visual bar for the final game and is near identical to what you’ll see next Fall. The single biggest difference between this trailer and the final game will be the extra generous amount of anti-aliasing (the smoothing of “jaggies” or edges of pixels) present in what you’re watching right now but rest assured that Reach will be significantly improved in this department compared to Halo 3. (The extreme “AA” in the trailer was due to the “frame dump” mentioned above.)
Suffice it to say we’re really excited about the technological and artistic advancements we’re making with Reach and you’ll see more from the campaign in just a few weeks.
Q: What were the names of those people? What was that weapon? What’s that flying thing called?
A: See question #1 above. Soon my friends… soon.
Q: Are those Spartan IIIs or Spartan IIs we see in the trailer?
A: See question #1 above… (but the answer is YES).
Q: Is there a date for the multiplayer beta yet? Can you give us any new info?
A: Not yet. We can reconfirm it’s going to land in Spring 2010 and we should be locking down the final date early next year. You’ll still need ODST to access the content so make sure you hold onto those discs!
Q: The music in the Reach trailer was awesome. Where can I get my hands on it?
A: Welcome to yesterday. The file is now available on Bungie.net, courtesy of Marty O’Donnell.
原帖由 倍舒爽 于 2009-12-19 13:30 发表
哈。。lz发得及时,赞,软饭楷模!
不然这些消息由索青先发的话会很尴尬地。。:D
framedump我的理解是。。。
我觉得的确是用实机去算的,aa,af开多高都无所谓,因为可以无视帧率~
不过帧率再低也么关系。。 ...
《Halo: Reach》VGA 预告片是在 Bungie 的全新游戏引擎内直接生成制作,使用游戏内的真实建模。由于 Halo: Reach 还处于开发阶段,因此帧数还是会不稳定,所以 Bungie 做了“帧截取”(Frame Dump),将每一帧读取出来后,逐帧修正锯齿和速率然后再重新组合,以保证稳定的帧数。Bungie 能够在目前的游戏版本内运行这段视频,但是还不能让帧数象最终零售版游戏那样稳定。
原帖由 sniperm82 于 2009-12-19 13:35 发表
至于为什么不用高配电脑去跑,我觉得还是文字游戏:实机画面
还有,我不是软饭我是索饭,我被FF13打动了,我要买美版FF13和slim![]()
jump 发表于 2009-12-19 15:20
你们这是什么JB心态
原帖由 sniperm82 于 2009-12-19 15:24 发表
[posted by wap, platform: iPhone]
Jumb,ff13那背景是固定不动的,我们等着你黑ff13
jump 发表于 2009-12-19 15:27
原帖由 sniperm82 于 20091219 15:24 发表
Jumb,ff13那背景是固定不动的,我们等着你黑ff13
黑你妹
老子就喜欢这种美工背景,老子就喜欢这种静止的美感
你们这些对着即时演算的锯齿就能勃起的生物是不会明 ...
原帖由 sniperm82 于 2009-12-19 15:35 发表
[posted by wap, platform: iPhone]
一会吹嘘sc2要动起来才美,一会夸ff13静止画面好。jumb,你分裂了
jump 发表于 2009-12-19 15:39
原帖由 sniperm82 于 20091219 15:35 发表
一会吹嘘sc2要动起来才美,一会夸ff13静止画面好。jumb,你分裂了
我就说过你果然不会明白的
原帖由 sniperm82 于 2009-12-19 16:01 发表
[posted by wap, platform: iPhone]
你想表达的不就是:只要最终表现出来的画面好,看上去舒服,管它是用火星科技引擎渲染出来的还是美工画出来的,只要看着舒服就行么
原帖由 allensakura 于 2009-12-19 17:38 发表
居然可以說出一個好得RPG遊戲不需要支線、不需要戰鬥
老滾4等內牛滿面
不知道某人對於WOW到底是什麼看法?請不要跟我說那是MMORPG不算數
原帖由 jump 于 2009-12-19 17:14 发表
这不是明摆着的事
提高游戏性的是画面表现力而不是画面技术。
就好像几个月之前一群脑残拼命的用光源数量远景光源更大的建模之类的鬼话来掩饰ODST的画面就是个一坨屎的事实
就好像这两个月同一群脑残拼命的用美 ...
原帖由 jump 于 2009-12-19 17:14 发表
这不是明摆着的事
提高游戏性的是画面表现力而不是画面技术。
就好像几个月之前一群脑残拼命的用光源数量远景光源更大的建模之类的鬼话来掩饰ODST的画面就是个一坨屎的事实
就好像这两个月同一群脑残拼命的用美 ...
欢迎光临 TGFC Lifestyle (http://bbs.tgfcer.com/) | Powered by Discuz! 6.0.0 |