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[新闻] 360的3D,太过时啦靠边站,性能叫版,技术叫版之4D Graphics。

是人都知道目前最强PS3游戏是船长2吧。
船长2就是应用了比4D技术更强的游戏,有玩过的人很清楚。
我在这里叫版,360有那个游戏是用4D的。没就别在学人吹性能,吹图形处理器技术了,靠边站吧。哈哈哈

XO目前无法实现,看下段原文。

Now, let’s fix a common misconception.
These 4D renders can be processed on the xbox360 with an average mean time of 10-12 seconds. Yes. The renders are possible, but the dynamic realization of procedural texture streaming is not. The dynamic renders with characters in the scene, with progression of life through the time continuum, are not possible with the 360 system. It would take days to produce dynamic renders on the 360 in the fullest definition of 4D graphics--this with the software already optimized for it.

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We all know what 3D graphics are - length, width & depth, but how many know what 4D graphics are? If you are one of the millions of people thinking 'What the %&$* are 4D graphics?', don't be alarmed. You've already seen them. Shocking isn't it?  We all remember Kutaragi proclaiming not too long ago that PS3 would utilize 4D graphics, but what exactly did he mean?

4D, from a developer’s point of view, is is the progression of Life in time. It is where every tangible object in your game is living and constantly changing. As a result, change becomes an integral part of 4D graphics.

But how does all of this become possible? The answer is the dynamic rendering of procedural textures.  Sounds complicated, but it's not.  Let me explain; Procedural textures are textures which are linked to an algorithm. Instead of the texture being drawn pixel by pixel, you define the way these pixels have to be lit to produce the texture you want.

When the procedural texture is placed somewhere, you utilize an engine for actually generating these bitmap textures. They have life. They can change in a way you define them, especially through time. In a lot of the current games,  the randomized textures method is used. Developers use one bitmap and just map it on randomly in the environment to create the design for that specific area. Every texture is not defined or unique. So, the method to create procedural textures allows for more control.

Allegorithmic is a utility set which allows an extensive realization of procedural textures. With it you define the procedures way using MaPZone, and then use ProFX to rasterize the images, producing the final result to be displayed by a renderer or a game engine.

Observe the following example:
[flash=550,400]http://www.youtube.com/v/WzYb4q39q88[/flash]
HD Version (Right Click-Save As)

If you look closely at the calm boat dock scene above, the docks are being splattered by rain. The wood is literally degrading with every drop that hits it. The light poles are rusting with every second. The light bulbs are degrading with every photon of light they are emitting. The wooden cabin is degrading, while the grassland outside is rotting slowly. These all fit into the core realization of 4D graphics.
Now, let’s fix a common misconception.
These 4D renders can be processed on the Xbox 360 with an average mean time of 10-12 seconds. Yes. The renders are possible, but the dynamic realization of procedural texture streaming is not. The dynamic renders with characters in the scene, with progression of life through the time continuum, are not possible with the 360 system. It would take days to produce dynamic renders on the 360 in the fullest definition of 4D graphics--this with the software already optimized for it.
All the videos on this page can be run perfectly and efficiently, without taking days to render, currently only on two specific platforms. Upscale PC’s and the PlayStation 3. Procedural techniques are demanding in terms of power, so the more power you get: the easier it is to render these 4D graphics dynamically. Programming for the PS3's eight Synergistic Processing Units (SPUs) can be a challenge sometimes, but there is definitely a lot to gain from the architecture, and the dynamic renders can be processed on the fly with the PlayStation 3.

[flash=550,400]http://www.youtube.com/v/J-n-q7o8Z8I[/flash]
HD Version (Right Click-Save As)

The 4D graphics above, centralizing on the dynamic renders of procedural textures, show a distinguished change of the bathroom scene as time progresses. The scene starts with a very nice bath tub. Probably one that we would love to take a bubble bath in.
But, as time progresses, the bathroom rusts. The tiles shatter, the mold grows, and Mr.Clean won’t work here anymore.

The scene then changes to that of an overhead of a bathroom sink next to a metal core. The metal rusts, the sink degrades in texture, and the mirror shatters. The scene quickly changes to normal, all to show a mirror in the next one.
Now, this mirror is a prime example of 4D graphics made from a core factor of dynamically rendered procedural textures. The mirror ...


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引用:
原帖由 sniperm82 于 2010-2-3 20:34 发表
那为什么这个“4D”三红姬就实现不了呢?
因为什么还要解释啊,这井底....
360是被微软的3个火星+被ATI插了P眼的屎1,除了只会吹这吹那的技术比较强之外就只会三红。。。哈哈哈



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引用:
原帖由 shinkamui 于 2010-2-3 21:48 发表
蛋疼搜了下原文,地址在此:http://www.psu.com/4D-Graphics-- ... -a0000001063-p1.php

然后发现……这个居然是07年8月的老文。而且,三点神只贴了第一页,第二页有了实际的应用:摩托风暴,以及……非洲………… ...
這內容早就是老文了,在TG還有不知道嗎,還是剩你。。。呵呵
不過想問一下老文怎樣了,文中還有提到KZ2呢,非州07年推出的嗎。。。老文你回答老文又怎么樣就ok,其他別亂吹,回答到。。還是老文代表火星。哈哈哈


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還有你朋友不是在11樓說了嗎,還需要連接嗎。。。哈哈哈

http://bbs.tgfc.com/viewthread.p ... light=%2Bzhangjingy

在PS3推出以來所說的都是還沒實現的東西,因為他剛剛推出就像剛剛起步,都是紙上談兵,在現在的今天,究竟那個會吹一目了然。。。
4D已經在大家眼前出現了,玩過神海2的很清楚。
這裡是叫版,請RF拿出一個4D遊戲出來就可以了,不然怎樣吹記憶體比PS3多,怎樣吹貼圖比PS3好,怎樣吹屎1支持DX10甚至DX11包括怎樣吹360那三個火星對遊戲超有用而PS3的CELL對遊戲一無是處。
都說了,究竟那個會吹呢。。。哈哈

[ 本帖最后由 ... 于 2010-2-3 22:21 编辑 ]

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