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[新闻] God of War III两版本数毛对比by df~~ps3版完胜~

http://www.eurogamer.net/article ... s-retail-blog-entry

God of War III: demo vs. review code
March 9th, 2010

Back in 2005, Sony Santa Monica redefined the technical limitations of an entire console generation with the epic God of War. Five years later, the team has done it again with its debut PS3 outing. God of War III is magnificent.

But you've played the game already, right? Last year's E3 demo received a limited release in Europe before the code was circulated widely with the US release of the God of War Collection, and the sampler was recently made available as a general release on PlayStation Network.

Checking out the final God of War III review code, it is obvious that while impressive, the demo is simply not fully representative of the finished game. Understandably, extensive amounts of content didn't make it into the sampler, but more than that a range of visual effects have been added and performance has been improved considerably.

For the sake of not spoiling the game, we won't cover the additional content (cool though it is!), but a comparison of effects and performance offers an intriguing window into just how much the Sony Santa Monica tech team squeezed out of the hardware in the final months of God of War III's development.

Perhaps the most obvious change to the game is an extensive retooling of the lighting scheme, which for the most part is now much richer and more realistic. Dark areas of the demo level now seem to more accurately represent the effect of the ambient light on the environment.





The most obvious change is in the lighting of the entire level - far more of the art detail is now more readily apparent.


A realistic, per-object motion blur has also been added to the game. This has the effect of giving the game more realism in motion, but does have the unintended side effect of not looking so clean in screenshots.




It's interesting to note that the Sony Santa Monica team has made a number of graphical improvements across the board, some very noticeable, others subtle. The changes on the Titan are immediately apparent, with an obvious level of increased detail in the skin texture.




Smaller tweaks to the level are also apparent. In this brace of shots, we can see that the team has added additional shadow effects that were not present in the demo.



The fire effect on Helios's circling chariot now looks much more detailed, and you can also see how the main light source that influences the environment has been changed between the demo and retail versions of the game.




It's also interesting to note that Helios himself now looks subtly different compared to his debut in the demo. There's dither on his hair in the demo that is much reduced in the final version. Could it be an effect of God of War III's new anti-aliasing technique? According to posts on the internet by Sony Santa Monica itself, God of War III is using an implementation of morphological anti-aliasing, carried out by the SPUs. This achieves superior edge-smoothing, and is another example of how offloading tasks typically done on the graphics chip can result in both performance and quality increases.




Bearing in mind just how much of a visual upgrade the game has had, it's impressive that the improvements do not restrict themselves simply to visual quality. Sony Santa Monica has achieved all of this while creating a faster, smoother game. In this video we have several different clips taken from a playthrough of the God of War III demo. These have then been matched with action taken from the same areas in the review copy of the game.



The conclusions from the video are enlightening: the video above shows a significant improvement in frame-rate in like-for-like scenes. In our analysis of the E3 demo, we were curious about why the game ran with an unlocked frame-rate when in the thick of the action, frame-rates were around the 30FPS area anyway. Looking at the final game, the performance increase speaks for itself, and while there is still noticeable judder incurred by the variable frame-rate, the effect is mitigated somewhat by the quality of the motion blur.

We'll have more on God of War III soon.

帧率分析视频含有新武器的用法,警告下不想透的,别看了后要关我xhw哦~

动态模糊少见地优质~识货的就知。。。
帧率提升明显~
mlaa的表现最明显可参考可乐思的死人头~~~
本来demo嘴巴上那点锯齿都消失了~堪比ssaa~
锐度却没变差~
尤其在愤爷胸鸡上的质感的对比可以体现。。。。
纹理提升。。

但视频中光源有缩减嫌疑,可能跟用勾魂爪有关,不过只要换上剑后,光源又回来了。。。。

结论:
cpu比gpu做aa还好很多,rsx是陀屎~

[ 本帖最后由 倍舒爽 于 2010-3-10 03:44 编辑 ]
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[posted by wap, platform: Nokia (E71)]

什么动态静态比?看原文。。



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[posted by wap, platform: Nokia (E71)]

偶发觉这里没多少人看原文的。。
下次不贴图。。


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我不觉得这样啊。。
死人头和太坦的大特写在锐度上没有明显分别,,或者是我分别不出吧。。
具体所说看?

至于其他图大都被赋予了mb,这个就不好比了。。demo那是毫无mb的。。
[手机3G坛发帖]

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这两图我真说不定。。。
final中左边那木条比中间那个要更糊。。
这个原因摸不着。。景深模糊?动态模糊?
但要说是mlaa造成的话那肯定不是。。
如果真全屏糊也该两块木的糊度一致才对啊。。

另外我认为特写图的锐度已经很足够说明问题了。。





[手机3G坛发帖]

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但这个也不能排除是mb导致的可能啊。。。
看看视频吧,这是个镜头推拉过程。。。

我还是觉得那个特写图就可以了,因为当时丫举头的动作几乎是静止的

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引用:
原帖由 爱游戏 于 2010-3-11 16:48 发表
看了。厄。。gow3是object-based motion blur 又不是 camera-based motion blur
这个也是??

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我说ps3版完胜那是调侃大家玩的。。。。
但我也没承认final完胜。。

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引用:
原帖由 希思黎 于 2010-3-11 16:57 发表


这个图看镜头运用应该是那个大鸟是主体,应该是清晰的,但是现在明显模糊了。
那你去解析下特写那张吧。。。。

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引用:
原帖由 希思黎 于 2010-3-11 17:12 发表


就拿这张来说,final版的boss总体细节纹理明显强过demo

但是不足也是明显的

1,背景几乎被拿走
2,手的部分过曝
3, ...
除了第一点外,乃说的都不是demo和final的差别问题。。。而是该游戏的缺点。。
而我们刚刚讨论的是mlaa和msaa的锐度差别问题。。

至于过曝,有hdr的游戏都会过曝,只要你的不是hdr显示器。。

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我不是为争的哪个好,而我自己更想知道这mlaa有多能耐。。。
我自己截的图~
乃们说哪个边缘锐一些~
但其实其他图也有同一个地方msaa比mlaa更锐的~


所以总的来说,我还是觉得两种aa的锐度没有啥明显差别~

[ 本帖最后由 倍舒爽 于 2010-3-11 17:54 编辑 ]
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再这样看看??放大看。。。

[ 本帖最后由 倍舒爽 于 2010-3-11 18:12 编辑 ]
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[posted by wap, platform: Nokia (E71)]

就到这里算了,我们也没法说服谁。。
看以后b3d有没相关讨论再说吧。。

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b3d有讨论专贴:
http://forum.beyond3d.com/showthread.php?t=55634&page=11
263楼有人贴出df的文后就开始以final图去讨论mlaa了。。。
有兴趣看看。。

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