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标题: [新闻] [XBOX ONE] Turn 10老板:《极限竞速5》已经发挥 XBOX ONE 主机 100%性能 [打印本页]

作者: I-Am-Legend    时间: 2013-10-2 07:40     标题: [XBOX ONE] Turn 10老板:《极限竞速5》已经发挥 XBOX ONE 主机 100%性能

[flash=800,600]http://player.youku.com/player.php/sid/XNjE0NjUyMjU2/v.swf[/flash]
Turn 10老板丹·格林华尔特(Dan Greenawalt)在接受外媒VG247采访时透露,他们团队在《极限竞速5》这款游戏上已经使用了XBOX ONE全部100%性能,并希望他们的小组在XBOX ONE生命周期里一直都能充分发挥这台主机的能力。

格林华尔特表示:“《极限竞速5》是XBOX ONE首发游戏,意味着我们的这款游戏要跟主机一起面市,同时也要求XBOX ONE硬件团队和我们游戏开发小组的工作要保持默契的合作。我们采用了很多方式来调试他们的操作系统,我们每天都在测试硬件架构,我们的关系显得如此的不同凡响,这很有趣。”

“我时常被问到很多问题,其中之一就是“你们真的在充分使用这台主机的硬件么?”。事实上,一直都在使用全部100%硬件,但这并不意味着你的使用方法是最有效的,这样的事情在近几年一直都在发生。”

这位老板还谈论到了他们的小组在XBOX360平台上,在多款《极限竞速》系列游戏里面是如何发挥硬件性能的经历。

“从《极限竞速》2代到4代,这系列的技术指标达到了难以置信的地步。硬件性能虽不能变得更好,但我们的开发经验一直都在提高,我们同样使用了100%硬件性能,但很明显的,我们的开发能力在未来会变得越来越有效率。”

格林华尔特还透露,他们的小祖在两年前就接触到了XBOX ONE研发项目,并且给微软的硬件团队提供了各种宝贵的意见和咨询。

《极限竞速5》将跟随XBOX ONE主机,在今年11月分正式发卖。


http://www.vg247.com/2013/09/27/ ... nawalt-on-xbox-one/










[ 本帖最后由 I-Am-Legend 于 2013-10-2 07:43 编辑 ]
作者: polobak    时间: 2013-10-2 07:51

又转A9的标题党黑文
作者: 腻水染花腥    时间: 2013-10-2 07:52

xb1你为何这么屌
作者: Uranus    时间: 2013-10-2 07:59

这种话看着也就笑笑,初期就能发挥100%性能,要么就是开发工具足够吊,要么就是X1就这么点能力……
作者: west2046    时间: 2013-10-2 08:09

A9你为何这么屌
作者: 你老闆    时间: 2013-10-2 08:13

又是標題黨,還是連巴哈都沒被上釣的等級
作者: 杀气腾腾    时间: 2013-10-2 08:13

为什么大家都这么容不得x1?
作者: 你老闆    时间: 2013-10-2 08:15

引用:
原帖由 杀气腾腾 于 2013-10-2 08:13 发表
为什么大家都这么容不得x1?
他們怕
作者: solopain    时间: 2013-10-2 08:29

看题目就知道是黑文
作者: 便腥惊肛    时间: 2013-10-2 08:30

posted by wap, platform: iPod (iTouch)

画面跟4代没多大差别,没开云计算吧
作者: west2046    时间: 2013-10-2 08:33

原文:http://www.vg247.com/2013/09/27/ ... nawalt-on-xbox-one/


Forza 5: “We’re using 100% of this console” – Greenawalt on Xbox One                                

Turn 10′s Dan Greenawalt has told VG247 that his team is already using “100%” of Xbox One to develop Forza Motorsport 5, adding that he expects his team will become better at using that power over the course of the console’s lifespan.




Speaking to VG247 at Eurogamer Expo 2013, Greenawalt said, “Trying to be there at launch means we’re shipping our game at the same time the console is shipping, and it requires that kind of hand-holding between their team and our team.

“So in many ways, we’re testing their OS, we’re testing their architecture every day, so it’s an incredible partnership. It’s funny, because I hear it a lot: ‘are you using the hardware?’ The truth is, you always use 100% of the hardware. You just do, but it’s a question of whether or not you’re using it efficiently, and so that’s what happens over a course of years.”

Greenawalt also spoke about how his team learned to get more out of the Xbox 360 hardware over the course of several Forza games for the system.

“Between Forza Motorsport 2 and then three and four, the game got incredibly technical. The hardware didn’t get any more powerful, but we got more efficient at doing our math. We’re using 100% of this console, but obviously we will become more efficient over the years.”

Greenawalt also revealed that the inclusion of Autovista cars in Forza 4 was Turn 10 testing next-gen car models ahead of time. The team was exposed to Xbox One two years ago during the process of consulting with the console architects and telling Microsoft what they wanted out of the next-gen system.

Forza Motorsport 5 is an Xbox One exclusive, launching alongside the console in November.
作者: 赤金册    时间: 2013-10-2 08:38

A9为何如此屌?
作者: west2046    时间: 2013-10-2 08:40

后续还有一篇:http://www.vg247.com/2013/09/30/ ... console-conception/

Forza Motorsport 5 studio Turn10 has been involved in Xbox One’s creation since the start. VG247′s Dave Cook quizzes Dan Greenawalt on the early tech, and why the racer is pushing boundaries.




We’ve heard Microsoft and Turn10 creative director Dan Greenawalt talk a lot about Forza 5′s new Drivatar system and the fact that it runs in 1080p at 60 frames per second. It may sound like marketing fluff but once you see it running on Xbox One you will see the difference. It’s a lovely game to look at, but even I was surprised when Greenawalt told me that the racer is using 100% of the console..

It’s a flaky metric, and he added that while the hardware is being pushed, the next-gen cycle will see studios optimising their code better and better to improve performance, just like they do every cycle. Still, I was intrigued. Just how does being one of the Xbox One’s launch titles impact performance? How has that early exposure to the tech guided development? I asked Greenawalt these questions at Eurogamer Expo last week.
Here’s what we discussed:


VG247: You’re an Xbox One launch title, and you’re Microsoft first-party. How early were you exposed to next-gen tech?

Dan Greenawalt:
“We were exposed to the tech very early. One of the benefits of being first-party, is that when the hardware architects and everyone was starting to think about Xbox One, they came to Turn10, they came to 343 and the internal teams and said, ‘What is the type of gaming console that you need for our players?’ Obviously 343 and Turn10, we make core games. Now, Turn10 … our games are also played by kids and the like, but it’s a core game.

“So, we were talking about how to do shaders, ways of setting up the RAM, the OS, and tools. There are ways and approaches we knew would be best-used for our gam, and part of that was, we knew from the beginning we wanted to be 1080p, and we wanted to be 60FPS. Meanwhile, we wanted to do a new take – in a sense – on how how cars should look in the next-generation.

“We had basically prototyped next-generation cars in Forza 4, because we had those Autovista, and that was us – in many ways – us playing with the idea of how we wanted cars to look in the next-generation. Now, those cars couldn’t be driven on tracks. To be able to make those as a prototype allowed us to be testing the hardware very early as it was coming on. Trying to be there at launch means we’re shipping our game at the same time the console is shipping, and it requires that kind of hand-holding between their team and our team.

“So in many ways, we’re testing their OS, we’re testing their architecture every day, so it’s an incredible partnership. It’s funny, because I hear it a lot: ‘are you using the hardware?’ The truth is, you always use 100% of the hardware. You just do, but it’s a question of whether or not you’re using it efficiently, and so that’s what happens over a course of years.

“Between Forza Motorsport 2 and then three and four, the game got incredibly technical. The hardware didn’t get any more powerful, but we got more at efficient at doing our math. We’re using 100% of this console, but obviously, we will become more efficient over the years.”


VG247: Do you remember when you were first consulted by Microsoft regarding the console? What sort of discussion did you have with them?

Greenawalt: “It’s funny because basically myself and Chris Tector – who is our chief architect on Forza, basically designing our engine – we were, gosh … I don’t think it was very long after Forza 3, they were starting to prototype with Kinect. It was going to be coming to the Xbox 360, and they were already ideating what should the next hardware be. It was just concepting, there was no prototype, so it was just purely concepting.

“Chris and I started getting pulled into these day-long meetings and ideating where we wanted to be and all that. It didn’t really start warming up until at least two years ago where it was like, ‘We really know now. We know the hardware’s going to be, we know the plan and all that.”


VG247: Is the Xbox One architecture far removed from Xbox 360? PlayStation 3 was a dog to code for at the beginning, clearly, so I want to get a handle on how accessible this new format really is.

Greenawalt: “The architecture is similar. Obviously, the tools are different, there are aspects to the language that are different, so there are changes. It’s not a straight port. But, anyone who can use the Windows developer or Xbox 360 developer is going to understand the essence of, the logical way to think about how to program for the Xbox One.”


VG247: Forza as a whole is a technical achievement already. How did you decide where to go from Forza 4? How did you plan it?

Greenawalt: “Well that’s interesting because that’s my job and Chris Tector’s job. He’s on the technical side and I’m on the design side, as far as ‘what is the experience we want to create, and what is the technology required to do it?’ So he and I – partnered – is like a hand and glove, ying and yang you know? I’ve got a place where I want us to go feature-wise for our fans, and he is so smart, so wicked-smart  about how we technologically get there.


“We have a lot of innovation coming into the game, and the think about innovation is, what’s really great is that one: you don’t know how to really explain it. With the Drivatar stuff, people say ‘oh is it like this?’ or ‘is it like that?’ All I can really say is no, it’s not like anything you’ve ever driven.”


VG247: It’s always good to see new features coming out of new tech, and to see the end of pre-scripted AI racing lines on the track. This is where Drivatar comes in.

Greenawalt: It’s funny because the original Drivatar in the original Xbox, on Forza Motorsport was way ahead of its time. In fact, I don’t believe it could have been by us at game developers. We had a lot of experience as game developers, but it was machine learning, and we had a partner in Microsoft Research Cambridge. Honestly, if we worked as a global game company, we wouldn’t have a research department in Cambridge that could just think of things, new technologies. It’s not a game company thing.

“So they came to us with a prototype for it. They do hypotheses and they build little prototypes, but they’re not necessarily ready to go in a product usually. They had this prototype for racing AI, and this is back in the days of Schumacher versus Juan Pablo Montoya. They were trying to say, ‘what would it be like in a racing game?’, and these guys were wicked-fast right? Juan Pablo and Schumacher were incredibly fast, but they did it very differently.

“What if players could train AI, and they’d still be fast but they’d do it very differently? So we turned that into the Drivatar in the first Forza Motorsport. That was very local. You trained it like a Tamagotchi, and it would behave like you. It had trouble dealing with the complexity of our physics. Our physics was incredible complex.”


VG247: But now you have all these suspension and tyre types, different surfaces and all of those variables?

Greenawalt: “Right, all the different kinematics, the suspension and all of that. That was on the original Xbox. On the 360 our physics got way more complicated, but now it’s a relief because we’re doing things that simply weren’t possible in the last generation physics-wise. So now the Drivatar system – while it has the same name, and it’s the same philosophy of training a Drivatar. It’s 100% different, it’s cloud-based, it’s more like Bing, it’s big data where it learns from everybody.


“Basically, as you drive and I drive and everybody, millions of people drive, it watches the whole system. It looks for correlations like, ‘hey well there was a car in front of you and a car behind you, and you were you were heading into turn three on this track, then you hit the brakes.’


“It doesn’t need to learn that you were check-breaking the guy behind you, but then it looks at all the other people and guess what? ’20% of the population also did that, maybe I should learn that?’ It’s not learning new behaviour and it doesn’t call it check-breaking because it doesn’t care. It just learns that in these scenarios, people do these things.
“It learns in real-time in essence. Real behaviour. So, you’ve got millions of people playing for many hours. It’s going to learn all sorts of things. It’s already learned a lot of stuff from the 400 of us that are playing right now. And then, if I never check-break, my individual Drivatar will never learn it because I never did it. But if you’re the one that trained it to do that, then your Drivatar is going to do it.



VG247: That tech must be good for metric tracking, patching and bug-fixing?

Greenawalt: Oh yeah. We had a lot of telemetry that we captured in Forza Motorsport 3 and even more in Forza 4 and Forza Horizon. What cars did the population prefer? What assists? A lot of data, and that’s allowed us to be smarter in our design of number four and of course number 5. The cool thing about Xbox 360 is that it’s a data-driven box. It’s much more easy for us to decide if we want to change things up.


“It’s not obviously like the whole game is in the cloud, so some bugs, you can’t just fix that way. You have to fix it with a title update. But when it comes to just tuning, balancing and changing things, it’s so configurable. It’s very easy for us to … it’s not like you’re downloading anything, it’s real data in real-time.”
Forza Motorsport 5 is an Xbox One launch title, releasing alongside the console on November 22.
作者: orx    时间: 2013-10-2 08:55

posted by wap, platform: Galaxy Nexus

这个色调倒挺不错的
作者: west2046    时间: 2013-10-2 09:10

http://v.youku.com/v_show/id_XNjE0OTkxOTIw.html

[flash=900,500]http://player.youku.com/player.php/sid/XNjE0OTkxOTIw/v.swf[/flash]

http://v.youku.com/v_show/id_XNjE1MTA2NjI4.html

[flash=900,500]http://player.youku.com/player.php/sid/XNjE1MTA2NjI4/v.swf[/flash]
作者: 不知所谓无所谓    时间: 2013-10-2 09:54

posted by wap, platform: Chrome
引用:
原帖由 @Uranus  于 2013-10-2 07:59 发表
这种话看着也就笑笑,初期就能发挥100%性能,要么就是开发工具足够吊,要么就是X1就这么点能力……
 PS4 和 X1架构基本相同,保不齐一黑黑2。
作者: lili2k2    时间: 2013-10-2 10:35

其实传片是想告诉我们,PS4也已经100%了,双黑齐下。





作者: FXCarl    时间: 2013-10-2 11:17

目前看来 FZ5 是这么个路径的

1. 游戏规格提高到 1920 * 1080 60P,后处理分辨率也同步提高
2. 场景增加细节,但是赛道本身的几何是从 FZ4 继承而来,LOD 距离增加,裁减距离增加。
3. 车辆模型调整,使用 Catmull-Clark 细分,强化车库内的表现(如果可能的话)

玩起来和 FZ4 区别有限 ……
作者: 富兰克林    时间: 2013-10-2 11:18

和次世代第一罗马之子比起来那个画面更强一些?
作者: cgyldn    时间: 2013-10-2 11:21

传片一直致力于关心自己觉得毫无存在感的主机,可歌可泣。
作者: I-Am-Legend    时间: 2013-10-2 17:52

引用:
原帖由 cgyldn 于 2013-10-2 11:21 发表
传片一直致力于关心自己觉得毫无存在感的主机,可歌可泣。
不,我就是来黑的
作者: chovosky    时间: 2013-10-2 18:23

引用:
原帖由 I-Am-Legend 于 2013-10-2 17:52 发表

不,我就是来黑的
用你的台机黑效果岂不是更好,7950秒杀一切,还不去上屏射
作者: west2046    时间: 2013-10-2 19:47

E3


9月25日新视频

作者: cgyldn    时间: 2013-10-2 20:13

引用:
原帖由 I-Am-Legend 于 2013-10-2 17:52 发表

不,我就是来黑的
好!真的英雄!新四天王候选。

[ 本帖最后由 cgyldn 于 2013-10-2 20:14 编辑 ]
作者: I-Am-Legend    时间: 2013-10-3 02:29

引用:
原帖由 west2046 于 2013-10-2 19:47 发表
E3


9月25日新视频
又缩了……
作者: zwl    时间: 2013-10-3 03:07

改无可改5,100%
作者: shinkamui    时间: 2013-10-3 03:28

引用:
原帖由 I-Am-Legend 于 2013-10-3 02:29 发表

又缩了……
明明就俩不同赛道,图还这么小,不知道你怎么看出缩来的。
作者: 愛的戰士    时间: 2013-10-3 03:56

posted by wap, platform: iPhone

传奇大师老实了一段时间皮又痒痒了
作者: 学远凸    时间: 2013-10-3 09:43

X1还没上市机能已被挖掘到100%,以后可怎么混啊
作者: zafm0861    时间: 2013-10-3 09:47

引用:
原帖由 shinkamui 于 2013-10-3 03:28 发表

明明就俩不同赛道,图还这么小,不知道你怎么看出缩来的。
天师把写轮眼给了传神
于是




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