原帖由 Nemo_theCaptain 于 2014-3-16 13:33 发表
现在的方案是792p+2X MSAA,因为MSAA吃资源降低了分辨率,以后可能会变成900p+FXAA或者1080p无AA
仅仅是可能,别包太大指望
原帖由 Nemo_theCaptain 于 2014-3-16 23:39 发表
1080p无AA的话在锯齿方面和现在的效果差不多,但贴图在屏幕上会更清晰,现在792p这个分辨率,X1版的贴图尺寸浪费了
至于帧数到不用担心,重生保证就算改变分辨率也是在帧数和现在相同的前提下再改动
原帖由 @Nemo_theCaptain 于 2014-3-17 00:02 发表
重生那句话的意思是X1保障帧数不比现在还差,而不是帧数会变好到全程60帧
X1版初期只有步兵的时候60帧是没什么问题的,多台泰坦乱打的时候就不行了
原帖由 @FXCarl 于 2014-3-17 00:36 发表
我不觉得 MSAA 关掉就可以从 792 跑到 1080 …… 这个像素数量差的有点多啊 ……
个人抵制一切 ScreenSpace 的 AA 。这些技术不适合强竞技类型的 FPS …… 它会模糊掉锐利的同时减少画面的信息总量,这对于很快就可以把动态视觉判断提升到像素级的电竞玩家来说是完全负面的
用了各种流行渲染加速技巧的产品 和 全管线原生固定分辨率的产品 相比,前者竞技水平一定会较低 ……
原帖由 @FXCarl 于 2014-3-16 08:36 发表
我不觉得 MSAA 关掉就可以从 792 跑到 1080 …… 这个像素数量差的有点多啊 ……
个人抵制一切 ScreenSpace 的 AA 。这些技术不适合强竞技类型的 FPS …… 它会模糊掉锐利的同时减少画面的信息总量,这对于很快就可以把动态视觉判断提升到像素级的电竞玩家来说是完全负面的
用了各种流行渲染加速技巧的产品 和 全管线原生固定分辨率的产品 相比,前者竞技水平一定会较低 ……
原帖由 @ns2014 于 2014-3-16 23:54 发表
重生还说60fps,结果在x1上完全没法做到,还不如以前的cod
原帖由 @ns2014 于 2014-3-17 00:53 发表
posted by wap, platform: 华为 (A199)
是没说,只不过连接近都做不到,还不如以前的cod就不像话了
原帖由 FXCarl 于 2014-3-17 00:36 发表
我不觉得 MSAA 关掉就可以从 792 跑到 1080 …… 这个像素数量差的有点多啊 ……
个人抵制一切 ScreenSpace 的 AA 。这些技术不适合强竞技类型的 FPS …… 它会模糊掉锐利的同时减少画面的信息总量,这对于很快就 ...
原帖由 Nemo_theCaptain 于 2014-3-17 02:11 发表
Titanfall is an online-only game, so we will try to provide a very good support after release. There are some points that may improve performance on which we are still working. We are trying to better ...
原帖由 Nemo_theCaptain 于 2014-3-17 02:11 发表
Titanfall is an online-only game, so we will try to provide a very good support after release. There are some points that may improve performance on which we are still working. We are trying to better ...
原帖由 @Nemo_theCaptain 于 2014-3-16 10:11 发表
Titanfall is an onlineonly game, so we will try to provide a very good support after release. There are some points that may improve performance on which we are still working. We are trying to better distribute the particle rendering on multiple processor cores. There is potential power, just like physics calculation. Therefore, the framerate drops when tons of simulated physics objects are flying through the area and countless particles are shown. Therefore, we are also working to improve these two systems.
We still basically use the version of Havok physics engine which was also used in HalfLife 2. We have made a lot of performance and stability improvements, but it is in essence still the same. In the future we will probably look around for other physics engines, because the version used here is somewhat outdated. Titanfall is therefore using a very early version of Havok, which was then heavily revised by Valve for HalfLife 2 and optimized by us. But it is not at the same level of current, more modern versions of Havok.
技术监督Richard Baker的发言
http://www.worldsfactory.net/201 ... sparticlesphysics
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