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发表于 2007-7-11 20:17 · 湖北
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下面是引用givemelove于2007-07-11 20:11发表的:
下面的摘自IGN对KillZone2的描述
While there aren't as many effects going on as we've seen in some UE3 gamers, there's unmistakably more detail to everything.
While UE3 games like Gears boast realtime lighting for everything, Killzone 2's lighting scheme mixes realtime and pre-canned lighting for an extremely smooth and, frankly, extremely impressive lighting model.
Physics on objects look to be what you'd expect these days. Chairs and boxes kicked, moved and would spin as you would expect, but they don't dent or deform or anything of that nature. There are destructible segments of the environment, though they look predefined and not dynamic.
这里要谈的不是KillZone2的图像怎么好怎么好,这里要说的是索尼为什么要花重金打造KillZone2。KillZone2并不是一款索尼用来有了更多的金钱就能堆更好画面的游戏,而是一款用来证明在PS3这个强大的硬件平台上能够开发出XO望尘莫及的超级巨作的试金石。可看看现在G社的那帮***用了索尼的血汗钱干了什么?对比宣扬用了1000万在XO上搞定了引擎和图像的Geow,这4000万花得可真冤啊...
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