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[新闻] GAMESPOT对KILLZONE2的画面评语 次世代最高

http://www.gamespot.com/ps3/acti ... p;tag=topslot;img;1

Finally, with this being Killzone 2, we would be remiss if we didn't mention the graphics--or more specifically, how awesome they are. It wouldn't be much of a stretch to say Killzone 2 is the best-looking console game we've seen说Killzone2是我们在家用游戏机上看到过最好画面的游戏一点都不过分). The use of lighting is probably the most impressive of the game's technical feats: with so much of the game taking place in demolished urban centers with gray steel, concrete, and asphalt, those moments when you're flushed with color are extremely striking. This might include an orange street lamp, the blue glow of a faulty electrical tower, or the green haze in a sewer tunnel, but the way it all reflects off nearby objects like your gun and character models looks terrific. Add in sharp textures, great smoke and explosion effects, terrific depth of field, and an ominous sky that looks like the world might cave in at any moment and you've got a combination of technical and artistic brilliance that's hard to understate. Best of all: the framerate does a good job of keeping up, with the only noticeable hitches arriving during an autosave between checkpoints. 最好一点:贞数很稳定,唯一能感觉到慢下来的地方只有当在checkpoint保存的时候)
















对不起 软饭们...

[ 本帖最后由 Peee2 于 2008-12-5 09:09 编辑 ]


本帖最近评分记录
  • 北野天翼 激骚 +1 说句实话,这画面确实很棒 2008-12-6 02:28

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引用:
原帖由 blue999new 于 2008-12-5 09:11 发表
[posted by wap]
GS也来凑热闹黑索了,真是墙倒众人推啊,ps3完
一个软饭不行了..



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引用:
原帖由 dogsoldier 于 2008-12-5 09:12 发表
对于执著于Preview评语的同学,建议大家去度一下胜利时刻的...................
不见棺材不掉泪


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引用:
原帖由 ... 于 2008-12-5 09:47 发表
RF竟然惨到用PC的孤岛危机跟PS3比了,看来360已经被踢出局,RF好可怜啊。。。。
就机能而言 360一直都在局外的 只是个别游戏美工比较好

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sf以后还是找pc饭好了

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都是ps做出来的!

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引用:
原帖由 dogsoldier 于 2008-12-5 10:56 发表

软组织团购后组个队吧,我要当medic
团购ps3啊 回头是岸

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原帖由 爱你一棒陲 于 2008-12-5 11:04 发表
为何上面的图和高清视频里差得N远?尤其是第一张

众目睽睽之下放CG又不是没干过,有啥啊?
无机饭除了看cg图片你还想干啥

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原帖由 a4840639 于 2008-12-5 11:17 发表
看画面确实还不错,场景一般,亮点还是枪械和人物,比之前的视频确实又有明显进步,但是也神不到哪里去
gameplay我还是觉得雷,怎么看怎么没气氛
游戏性美!gamespot也对游戏性作了很高评论 不过我懒得翻译 纸上谈gameplay说了也白说 画面最直接

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引用:
原帖由 west2046 于 2008-12-5 11:42 发表

这贴图!!:D :D :D
这游戏貌似没有毛也没有花花草草数 不适合你的

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原帖由 kill47 于 2008-12-5 17:18 发表
[img]http://bbsimg.ali213.net/attachments/day_081203/20081203_3c56d642cdb419faf511bxs1btDVfaWN.jpghttp://bbsimg.ali213.net/attachm ... a12QNqPAxRAhovf.jpg[/img]http://bbsimg. ...

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这是IGN对于killzone 2画面技术上的报道 谁有兴趣可以翻译下...

http://ps3.ign.com/articles/935/935548p4.html

However, I found that this was just the surface of some of the technical elements that have been included within Killzone 2. According to Arjan Brussee, Development Director at Guerrilla, the development team built out a deferred rendering engine, which combines up to eight separate buffers within a section to create a final image for the screen. He demonstrated this by turning on and off the Z buffers, specular lighting, texture buffers and other layers to show off the various elements that made up the composite image, and finally showed what the entire stage would look like when combined. On top of this, Arjan pointed out, lighting and motion blur effects within the game are performed as a full screen pass to blend all of these effects together. Arjan stressed that the game's engine was so detailed that, "each pixel has velocity. It's not just a special effect, but this is used for particles, it's used for explosions, and it's used for motion blurring for character movement, which adds an extra sense of depth."

There's much more to the Killzone 2 engine than deferred rendering and screen passes; in fact, Arjan mentioned that every composite that is rendered within the game is placed solely upon the SPUs to lock in the framerate at a solid 30 FPS. During small battles, one or two SPUs will pick up a majority of the action, but during heavy firefights with large explosions and numerous characters onscreen, all six SPUs will pick up the load and balance everything accurately. Surprisingly, even within the heaviest firefight onscreen, Arjan pointed out that the largest load on each one of the SPUs didn't exceed 60%, which ensured that the framerate remained consistent throughout the game. On top of this, Arjan pointed out everything from light bloom and internal lens reflection effects to true geometric particles that fly from walls and collide with the ground realistically based on the direction of an explosion.



Death From Above.What's more, each light that's shown in a level, whether it's the individual lights on an ISA outfit or from the Helghast goggles, are true lights that will illuminate their environment. This means that as the Helghast move, for example, their glowing faces will actually cast beams of light that will fall on the walls and other objects around them. On one map, he indicated more than 200 individual light sources that behaved as true lights along with the other finer details, rendering and screen passes from before. Arjan also pointed out that "every single polygon within the game as a texture id, so when it's shot in the game, it responds accurately to the particular bullet." That includes ray tracing of every bullet hole, but it also includes loads of detail that might be easily missed by players as they run and gun their way through these battles like dynamically burning cloth, swelling and flowing water, and dust and smoke particles.

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SF的ACE IN THE HOLE

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引用:
原帖由 舒宁咸 于 2008-12-6 00:47 发表
黑龙自己打自己确实比较精彩:D 究竟vg的数据可信与否呢?
kz2贴图还是不如光影。在ps3上确实算好的了,全平台就普普通通
比你的平台高

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原帖由 mmff 于 2008-12-6 12:36 发表
SF被“我们有”系列一个组合拳打趴下,现在喝了一瓶标有“KZ2”的兴奋剂,又生龙活虎的爬起来继续JQ。

让我们为SF这种“败不馁”,“屡败屡战再屡败”的大无畏精神鼓掌。
软饭你好!软饭再见!

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