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[新闻] 坑爹啊!!PS3/XB360《孤岛危机2》3D模式疑问???

另外,纠正你一下,早期的XO版本HDMI是1.2版的,但现在的新版本则都是HDMI1.3版的。


这个我真不知道,总之我手里的360,要么是根本没有hdmi,要么是hdmi1.2


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但960*1080拉伸显然是不可能的,数据量太大,根本处理不过来,所以只有用640*720来拉伸成960*1080啦

老天爷,我为了照顾你的智力已经特别提醒不仅640*720可以拉成960*1080,960*720也可以

谁告诉你拉伸要横纵向等比的?



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引用:
原帖由 wyp 于 2011-5-13 21:37 发表


不信你就找个这个分辨率的半宽左右格式的3D片源,放到3D电视上,合成3D图像后,看看画面比例是不是压扁的。我以前学习压3D片源的时候,这种分辨率格式的左右片源,早就试过了,你自己试试看就知道啦。求你啦,去 ...
你搞笑吗?360输出电视的时候已经是标准的1080p了,也就是左右都是960*1080,至于这个960*1080是如何得到的,可以是原生分辨率,也可以是960*720,甚至800*900也可以,你就偏偏要和640*720杠上...

[ 本帖最后由 tdka 于 2011-5-13 21:43 编辑 ]


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c2的360版实际分辨率是1152x720,ps3是1024x720

这些都是非16比9的分辨率,但输出时都是标准720p,你玩了那么多视频连这种常识都没有么...

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说到视频,你有没有玩过a1080?就是把1920*1080的视频压成类似1280*1080p之类,但比例不变(即象素成为长方形),你理解不了?

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引用:
原帖由 wyp 于 2011-5-13 21:47 发表

除了640*720,你说的其它的几个分辨率的半宽左右格式,你可以试着用格式工厂之类的工具,把这个分辨率给转换成960*1080*2,然后再把片子放到3D电视上看看,画面即算是16:9全屏,但图像中的物体是变形的,不是正常 ...
c2的360版实际分辨率是1152x720,ps3是1024x720

大哥
你还能再蠢点么?
那我上面给你的这两个分辨率,岂不是至少有一个是变形的了?

退一万步讲,在你的世界里没有这个技术,那么800*900总没问题了吧...

[ 本帖最后由 tdka 于 2011-5-13 21:51 编辑 ]

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引用:
原帖由 wyp 于 2011-5-13 21:59 发表
都说了,你自己试着转换几个左右格式的3D片源的分辨率,按你提出的960*720的分辨率去转换,最后用3D电视输出成3D图像,结果如何,自己去测试吧,这里不再跟你多扯啦,太累啦。
我提出960*720只是保守估计,也就是至少可以满足,同理800*900也可以,在比例上和640*720一样,分辨率更高,懂了吗...

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Gran Turismo 5 = 1280x720 (4xAA), 1280x1080 (QAA, TAA selectable), 1280x720 (QAA) in 3D mode

贴个ps3游戏的数据,你看了不断变化的分辨率比例后大脑是不是爆炸了?

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引用:
原帖由 zhangjingy 于 2011-5-15 08:06 发表


DF文章里早提到了,PS3版的3D实现方式符合HDMI1.4标准,是真3D,而XO版实现方式是伪的。
时分3d和3d生成机制毫无关系,两个主机c2 3d的生成方式是一致的
360的输出收到hdmi版本限制确实不如ps3标准,但一样可以做,比如codbo,无非是输出时不能选择时分只能做成左右罢了

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引用:
原帖由 zhangjingy 于 2011-5-15 12:22 发表


这和我说的有冲突吗?XO版确实是伪3D。
PS3的HDMI接口标准是1.3,却可以实现HDMI1.4的标准,所以XO用伪3D是因为HDMI版本限制的说法是靠不住脚的,DF文章里也没有提到这种限制。
求测评指出c2两版本3d实现方式不同的原文

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引用:
原帖由 wyp 于 2011-5-15 15:02 发表

既然你说c2两版本3d实现方式相同,那请问XO版的3D效果为何明显差于PS3版?
首先是960*1080分辨率不经济,为了实现这个分辨率(大于3602d模式)应该有一些画质损失,而且最终是以16比9显示,横向象素密度就显得不足且较为不规则了,就像原本是1280*720p的图片,如果把分辨率改为1000*1000,即使比例不变画质也会有损失

[ 本帖最后由 tdka 于 2011-5-15 16:04 编辑 ]

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引用:
原帖由 tdka 于 2011-5-12 20:59 发表
HDMI 1.4 isn't supported on the 360 of course, so Crytek's approach is to rescale the image into the side-by-side configuration and ask the user to switch his 360 dashboard to 1080p mode

分辨率的问 ...
http://www.eurogamer.net/article ... is2-face-off?page=3

都白贴了么

是不是想当然,你不会自己看帖啊
是不是英文不懂要我翻译啊

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引用:
原帖由 wyp 于 2011-5-15 16:49 发表

你是不是想当然,楼主已经给出证明了,一样的3D处理方式,PS3版的3D立体感明显强于XO版,你没有看过楼主说的吗?还是装着看不到?我之前有没有说过PS3版的立体感要强于XO版的话,你是不是一样不信?事实证明我没说 ...
楼主只是个人看法,他还说360版稍暗,实际都是可以调整的
而两版本3d生产方法相同是已经确认的事实,都是伪3d(就是2d画面分几层罢了,这种还谈3d效果,你有才)
你要对事实表示反对,那就请拿出自己的数据和理论吧,我就不奉陪了

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引用:
原帖由 cangying 于 2011-5-13 07:36 发表



360版有些偏暗,空间纵深感好像也没有PS3的远。这只是我的感觉,不知有玩过的怎样。
这是楼主原话,不知道为什么在你眼中超过专业论坛和开发者原话

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First up, let's see how things look on the HDMI 1.4 equipped PlayStation 3.
Crytek's claims for a smooth, compromise 3D experience are born out by the performance analysis tests.View this video in HD

Full resolution 3D over HDMI 1.4, with only the tiniest performance hit - Crytek has done it. However, controversy seems to surround what it is that the developer has actually achieved here - is it really an authentic stereoscopic technique? Follow-up analysis of the Xbox 360 multiplayer demo suggested that Crytek had simply sectioned off the image into HUD, view weapon and world layers and introduced pixel separation to give each element its own level of depth. In short, there was no real 3D here.

The developer responded by saying that there would be "more depth" in the final game, but what we were really looking for would be discrete camera separation - a truly unique view for each eye. In fairness to Crytek, things have changed in the final game. For starters, the horrible screen-tear in the 360's 3D mode has completely gone. However, the basic premise of Crytek's 3D approach - three distinct 2D layers - still seems to be in effect, though it has been tweaked a bit.
'Face-Off: Crysis 2' Screenshot 3d-1-360
'Face-Off: Crysis 2' Screenshot 3d-2-360
'Face-Off: Crysis 2' Screenshot 3d-1-ps3
'Face-Off: Crysis 2' Screenshot 3d-2-ps3

Grab your paper glasses! On the left we have a single eye view, on the right an anaglyph representation of the 3D effect. Anaglyph is still used, even by professionals, in viewing 3D content on a 2D screen and does a pretty good job here of demonstrating Crysis 2's implementation.

There has been some attempt at giving a bit more parallax to the world layer. It seems that elements near to the camera are further shifted compared to objects further away, but the effect is very subtle. In short, Crysis 2 in 3D is no Motorstorm: Apocalypse or Killzone 3, but it is an interesting alternative technique that may exhibit better results in a game where aspects of the image are split into distinct layers, such as LittleBigPlanet. Certainly though, the performance Crytek promised is there, and on both platforms to boot. Here we re-run the same 3D test as before, but this time using the Xbox 360 version of the game. HDMI 1.4 isn't supported on the 360 of course, so Crytek's approach is to rescale the image into the side-by-side configuration and ask the user to switch his 360 dashboard to 1080p mode. This does result in rectangular pixels, however, so the game loses some of its visual fidelity compared to the 2D mode - and indeed the 3D mode on the PS3 version.

Bearing in mind the limited nature of the 3D support, it doesn't really factor into the purchasing decision – but the PS3 undoubtedly gives the better picture here.


ps3版好些,但3d生成机制是一样的,别的你自己发挥吧

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