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[讨论]关于Alan Wake的分辨率看看这篇老外的文章吧!

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 楼主| 发表于 2010-4-23 09:59  ·  湖北 | 显示全部楼层 |阅读模式
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Alan Wake: the sub-HD debate
April 20th, 2010

Remedy has responded to online claims that upcoming Xbox 360 exclusive Alan Wake runs with a sub-HD resolution, releasing a statement saying that "modern renderers don't work by rendering everything to a certain final on-screen resolution".

Despite a review version of Alan Wake being sent out by Microsoft to the games media with a strict embargo that expires in early May, some websites have run videos and taken screenshots from which pixel counters reckon that the game's native resolution is 960x540. This appears to be a somewhat different state of affairs when compared with early Wake footage we took a look at back in August last year, which was definitely a native 720p.

Initial comments from Remedy expressed dissatisfaction with unauthorised movies, which it said were captured at 960x540, suggesting that they made the game look worse than it actually is. However, it's clear that the resolution analysis was actually performed on shots from German website videogameszone.de and the screens themselves were clearly taken at 720p settings. These shots have now been removed.

Posting on the Alan Wake community forums, Remedy's Markus Maki says that today's renderers use "a combination of techniques and buffers to compose the final detail-rich frames, optimising to improve the visual experience and game performance. Alan Wake's renderer on the Xbox360 uses about 50 different intermediate render targets in different resolutions, colour depths and anti-alias settings for different purposes."

Maki points out that the component parts of the image, including "cascaded shadow maps from sun and moon, shadow maps from flashlights, flares and street lights, z-prepass, tiled color buffers, light buffers for deferred rendering, vector blur, screen-space ambient occlusion, auto-exposure, HUD, video buffers" are all individual elements with their own individual resolutions which are then combined into one 720p image.

So, who is right - Remedy or the pixel counters? Perhaps the most crucial thing is that there is nothing in Maki's carefully worded statement that is at odds with what the pixel counters are saying. Native resolution of the actual framebuffer is never mentioned. That metric is indeed just one element in overall image quality, but it is also one of the most important. Remedy's argument is very similar to the one put forward by Bungie in the wake of Halo 3 being revealed as running at 640p. The bottom line there is that there's little doubt that the Master Chief epic is sub-HD, and would look significantly improved running at native 720p - indeed, the team's own shots confirm that.

Maki is quite right to point out that individual elements of the image operate at their own individual resolutions, but in most cases the opaque geometry usually operates at 720p. Killzone 2 has a 640x360-sized buffer for particles. Conversely, some of the textures on Kratos in God of War III are 2048x2048 in size, but both games are obviously 720p: no-one claims that these games are 360p or 2048p.

Moving on from that, when we select custom resolutions in PC titles, opaque geometry is the key metric being used to define the size of the framebuffer. It's the amount of pixels used to create the image: higher-resolution shadowmaps or textures can't change that, although they do of course play their own part in overall image quality. Regardless, it's also the case that going lower than 720p usually results in scaling artifacts (most noticeable on high detail and edges) and a blurrier image overall.

While the size of the framebuffer is pretty crucial, it is fair to say that there are a host of other factors that come into play - and this is the point that Remedy is putting across. In Tekken 6 on Xbox 360, players actually have the chance to play the game at sub-HD resolutions with motion blur enabled, or else at 1365x768, scaled down to 720p (with the blur removed).


http://www.eurogamer.net/article ... e-sub-hd-blog-entry


大概意思是,540P都是从视频中推算出来的,Alan Wake的实际游戏中有50种不同的分辨率表现,这种情况在很多游戏中都有,比如杀戮地带2很强的粒子效果分辨率是640*360 战神3某些纹理效果的分辨率是2048*2048  但是没人说他们是360P或者2048P.
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发表于 2010-4-23 10:04  ·  上海 | 显示全部楼层
楼主又来引导口水了?

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发表于 2010-4-23 10:06  ·  辽宁 | 显示全部楼层
分辨率是比“手感” “存在感”更无趣的话题!!!!!!!!!

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发表于 2010-4-23 10:18  ·  湖北 | 显示全部楼层
机译一下,我对比看看内容

Remedy反应了即将来临的Xbox 360专属阿伦苏醒跑与一个次级HD决议的网上要求,发表说的声明“现代renderers不运作在回报一切旁边对有些最后的屏幕上的决议”。

Despite阿伦苏醒的回顾版本微软被派出的对与在5月上旬到期的严密的***的比赛媒介,有些网站跑了录影并且被采取映象点柜台总计的screenshots比赛的当地决议是960x540。 这看来是有些不同的事态与我们去年看一看在后面在8月,确实是当地720p的早期的苏醒英尺长度比较。

Initial从补救与未批准的电影的表现出的不满情绪评论,它说被夺取在960x540,建议他们比它实际上使比赛看起来坏。 然而,是确切决议分析在从德国网站videogameszone.de的射击实际上执行了,并且屏幕明显地被采取了在720p设置。 现在去除了这些射击。
在阿伦苏醒社区论坛的Posting,补救的Markus Maki说今天renderers使用“技术和缓冲的组合组成最后的富有细节的框架,优选改进视觉经验和比赛表现。 阿伦在Xbox 360用途的苏醒的renderer大约50不同中间体为不同的目的回报目标用不同的决议、颜色的深度和反别名设置”。

Maki指出图象的零件,包括“落下的阴影从太阳映射,并且月亮、从手电的阴影地图,火光和街灯, z-prepass,铺磁砖的颜色缓冲,延期的翻译的,传染媒介迷离,屏幕空间四周锁柱,自动曝光, HUD轻的缓冲,视频缓冲器”是全部与然后被结合入一个720p图象的他们自己各自的决议的各自的元素。

So,谁是不错-补救或映象点柜台? 或许最关键的事是没什么在与的Maki的小心地措辞的声明什么是有分歧的映象点柜台说。 实际framebuffer的当地决议从未被提及。 公尺的确是一个元素进入整体图象质量,但是它也是一个最重要。 bungie非常类似那个提出的补救的论据由于如跑3显露的光晕在640p。 那里底线是毫无疑问主要首要史诗是次级HD和看显著被改进的赛跑当地720p -的确,队的自己的射击证实那。

Maki是相当不错指出图象的各自的元素经营在他们自己各自的决议,但是不透明的几何通常在许多情况下经营在720p。 Killzone 2有微粒的640x360大小的缓冲。 相反地,某些在Kratos的纹理在战争之神III在大小上是2048x2048,但是两场比赛明显地是720p : 没人声称这些比赛是360p或2048p。
从那,当我们选择在个人计算机标题时的习惯决议,不透明的几何是关键公尺的使用的Moving定义framebuffer的大小。 它是被用于的相当数量映象点生成图象: 高度决心的shadowmaps或纹理不可能改变那,当然,虽然他们起他们自己的作用进入整体图象质量。 不管怎么样,它也是去低比720p通常导致整体上结垢人工制品的实际情形(最引人注目在高细节和边缘)和一个更加模糊的图象。

While framebuffer的大小是相当关键的,它是公平的说有开始活动的许多其他因素-和这是补救投入的点。 在Xbox 360的Tekken 6,球员实际上有机会打比赛在与使能的行动迷离的次级HD决议,或者在1365x768,被缩减对720p (当迷离取消)。
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发表于 2010-4-23 10:20  ·  四川 | 显示全部楼层
其实就是720P吧..............

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发表于 2010-4-23 10:21  ·  北京 | 显示全部楼层
这篇文章基本就是再说虽然Alan Wake的最重要的分辨率--不透明的3维地理环境(opaque geometry)的分辨率Remedy一直在遮遮掩掩不敢说,但是游戏作为sub-HD还是很漂亮的。然后这是独占,没有其他平台的比较,所以画面更是好了(Where we have cross-format games and a direct comparison, usually the extra resolution we get from native 720p does make a difference. In the case of Alan Wake, there will be no such comparison)

基本上什么有用的也没说。。。。。。。

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发表于 2010-4-23 10:25  ·  江苏 | 显示全部楼层
下面是引用傲血狂剑于2010-04-23 10:06发表的:
分辨率是比“手感” “存在感”更无趣的话题!!!!!!!!!
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发表于 2010-4-23 10:37  ·  北京 | 显示全部楼层
分辨率做成动态的很正常吧 人眼又不会精确扫描屏幕一桢一桢比, 那么纠结参数干什么

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发表于 2010-4-23 11:16  ·  台湾 | 显示全部楼层
遊戲好不好玩比較重要
主機的性能也大概達上限了

要求畫面的話
主機獨佔的就只有換營幕比較快
PC版有的就直接玩PC版特效全開不LAG(當然等級要夠)

先前看過sony bravia在播放PS2機器人大戰畫面時
還誤以為是360或PS3遊戲
而看一般營幕時則真的是PS2畫面
試玩ninja gaiden sigma時的畫面和一般營幕比較則有天壤之別
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发表于 2010-4-23 11:22  ·  天津 | 显示全部楼层
只要想喷,任何游戏都能找到N多的喷点。
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