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» 数毛不要停 lens 的BF3”分析“出来了
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[其他]
数毛不要停 lens 的BF3”分析“出来了
hexie
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发表于 2011-10-28 17:44
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主机版演示一直用的ps3版所以ps3版胜出不意外,另外LOT还提到烟尘效果ps3版也是比较明显。CELL比较适合做特效,KZ技术分析里面延迟渲染、粒子、后处理、AI、物理都是交给spu在做,所以ps3特效胜出正常。不过DICE对spu还是不如GG,大规模的光影和粒子还有后处理方面还是不如KZ(当然这里指ps3版)
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发表于 2011-10-31 01:24
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画面分析和lot分析得差不了多少,特效ps3强点。AA、FP16、光影。没提后处理动态模糊和粒子效果。
However here the flashlights seem to cause some issues for the 360, while the PS3 is much closer in look to the 'reference' PC version."
"PlayStation 3 implements MLAA - a technology that actively seeks out jaggies and applies smoothing where appropriate. DICE hasn't confirmed what's being used on Xbox 360, but it certainly looks very much like NVIDIA's FXAA - an intelligent blur to all intents and purposes, that doesn't have the same edge-smoothing prowess as MLAA"
"Shadows look a touch more defined on the PlayStation 3, while appearing to look somewhat harsher on the Xbox 360. Ambient occlusion is implemented on both platforms, but the effect looks to be significantly "heavier" on the Xbox 360. "
"lashlights beamed into the player's face have some tremendous banding issues on the Xbox 360, giving a noticeably pixelised look that is absent on both the PC and PlayStation 3 versions of the game. "
DICE's tile-based deferred shading set-up is one of the centrepieces of the game's visual look, and in almost all cases it's extremely difficult to tell the difference between the two consoles. However here the flashlights seem to cause some issues for the 360, while the PS3 is much closer in look to the 'reference' PC version
"In previous DICE titles, we've seen the Xbox 360 outperform the PlayStation 3 versions: not to any degree that would impact a purchasing decision, but certainly in a noticeable manner. However, it's clear from the developer's GDC and SIGGRAPH presentations that embracing the many-core architecture of the consoles and mastering the PS3's Cell SPUs in particular has been a priority for the Frostbite 2 tech team and with the new engine we see a much stronger approach in utilising the Sony platform's satellite processors for graphics-intensive work. "
[fly]
where we see that some scenes operate with an advantage on Xbox 360, while others clearly perform better on the PlayStation 3
[/fly] - as good a sign as any that DICE has aggressively optimised for the strengths of each platform. "
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本帖最后由 hexie 于 2011-10-31 01:28 编辑
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