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标题: [新闻] DF: inFamous: Second Son性能分析 [打印本页]

作者: hqqttjiang    时间: 2014-3-23 00:00     标题: DF: inFamous: Second Son性能分析

This is an absolutely beautiful game - and a strong performer. Across a general run of play, inFamous: Second Son spends most of its time north of 30fps.


There's been some discussion about the performance of the game, particularly in terms of a fluctuating frame-rate, and what quickly becomes evident is that Sucker Punch has opted to continue the strategy it used on its PlayStation 3 titles: a solid v-sync working in combination with a completely unlocked frame-rate. The difference here is that while the previous titles in the series would frequently drop beneath the 30fps threshold, it takes a mass of action and GPU-intensive post-processing effects to truly impact inFamous: Second Son's performance. Bearing in mind the high levels of detail, and the overall complexity of the rendering pipeline, that's a stunning achievement.


However, the disadvantages of the unlocked frame-rate are pretty clear when looking at the frame-time graph. Here, we study the amount of time each individual frame is on-screen. A locked 30fps or 60fps gives a level of consistency that is considerably easier on the eye, and helps to ensure a level response in terms of controller input lag. inFamous: Second Son spends much of its time between 30-40fps during gameplay - those additional frames over 30fps manifesting more as judder as opposed to a significantly smoother experience. It's hardly a massive issue, but a Killzone-style frame-rate limiting option would be welcome.


Also worthy of note is the implementation of state-of-the-art anti-aliasing, believed to be a variant of SMAA T2X, as found in Crysis 3. This is one of the best post-process anti-aliasing techniques we've seen, combining a new take on MLAA with a temporal element. Edge-smoothing is phenomenal, and while there is some ghosting, it is not any kind of real distraction during gameplay.

We've only just scratched the surface of inFamous: Second Son right now. Indeed, the video above constitutes the entire amount of time we've spent with the game thus far - but what's clear is that as a technological statement, this is exceptionally strong stuff, especially bearing in mind that this is a first-gen PlayStation 4 title.

游戏Gameplay部分基本上30-40fps,SMAA T2X效果拔群。

[flash=800,450]http://static.video.qq.com/TPout.swf?vid=w01260z27v1&auto=1[/flash]


http://www.eurogamer.net/article ... erformance-analysis

[ 本帖最后由 hqqttjiang 于 2014-3-23 11:27 编辑 ]
作者: 狂风007    时间: 2014-3-23 00:24

简单发下中文好伐?
作者: kanewalk    时间: 2014-3-23 09:50

看来这种SMAA T2X的变体加上MLAA就是最完美的反狗牙方案了。
作者: u571    时间: 2014-3-23 10:43

引用:
原帖由 kanewalk 于 2014-3-23 09:50 发表
看来这种SMAA T2X的变体加上MLAA就是最完美的反狗牙方案了。
也要看游戏本身优化的,SMAA用不好纹理照样会明显糊。
作者: 掳卡古米    时间: 2014-3-23 11:09

引用:
原帖由 kanewalk 于 2014-3-23 09:50 发表
看来这种SMAA T2X的变体加上MLAA就是最完美的反狗牙方案了。
耗机能吗?
作者: kanewalk    时间: 2014-3-23 12:36

引用:
原帖由 掳卡古米 于 2014-3-23 11:09 发表

耗机能吗?
这种后处理的AA比较节省机能,不像SSAA,MSAA把原始分辨率提高取近似值采样。
作者: thinkerl    时间: 2014-3-23 13:32

真正卡不卡顿是看上面那个小表,  

平均帧速,最低帧速都是忽悠玩家用的。
作者: zhangjingy2008    时间: 2014-3-24 17:42

ps4机能表现真赞啊!
作者: xxto    时间: 2014-3-24 18:46

激战+大地图都有30+帧不错,比锁定30帧好了




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