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DF对FF15的技术分析,求英语高手翻译!付双版本评论!

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终结者

PS5新时代!冲!

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 楼主| 发表于 2015-3-22 10:05  ·  重庆 | 显示全部楼层 |阅读模式
原文地址:
http://www.eurogamer.net/article ... uscae-tech-analysis

我只大概看了下,双版本分辨率:We peg the PlayStation 4 version at 1600x900 while the Xbox One version turns in an even lower 1408x792.

其他很多技术分析,求英语帝翻译,谢谢。

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发表于 2015-3-22 11:20  ·  美国 | 显示全部楼层
看完了也不想翻。。。。太长了,打中文好累,简略翻译一下,有些不重要的就省略了

Both versions show plenty of aliasing in select conditions but, on the whole, the game's more natural environments appear surprisingly clean with a strong depth of field effect helping to keep shimmering at bay. Edge-smoothing is rather inconsistent, however, with certain elements lacking any sort of anti-aliasing coverage at all. There's no doubt that the game will benefit greatly from a bump up to full 1080p.
存在图形失真,但是自然环境非常干净,景深出色。一些元素的边际光滑度(不知道术语,大概就是一些图形的多边形不够吧)不稳定。但毫无疑问游戏在1080p下将会更加出色。

With the quality of the games visuals it's easy to forget that Final Fantasy 15 is Square-Enix's first attempt at a full open world game. The terrain unfolds before the player with a realistic sense of scale that helps sustain the illusion of an immense world. Foliage stretches out just far enough to eliminate the sense of empty terrain geometry and a smooth LOD system keeps annoying objects pop-in at bay. All of these elements are influenced by an adjustable wind simulation that allows the developers to attach variable gusts of wind to objects and events, resulting in grass, trees, and clothing all blowing around very realistically. Cloth simulation is particularly impressive here and used in abundance with the characters' clothing standing out as the most impressive example. Even the hair receives plenty of attention with its complex mesh bobbing around realistically on all four main characters as they run across the landscape.
从视觉效果来看,难以相信这是SE的第一款全开放世界游戏。真实大小的地形展现了广阔的世界。细节逼真,包括风的效果和衣服效果和头发摆动效果。

The character models as a whole are certainly a highlight as well. Square-Enix claims that models peak at 100,000 triangles including LOD with upwards of 20,000 dedicated specifically to the characters hair style. Character models are built around 600 individual bones, 10-12 times greater than their last-generation efforts, allowing for more complex motion on the whole. This is topped off by subsurface scattering, used to great effect in combination with the realistic clothing materials on display. Looking past the game's somewhat rough image quality, one can really start to see something here which resembles pre-rendered CG.
人物建模出色,每个建模有100K的三角形,包括有20K以上的三角形构成的发型。人物模型构建与600块独立骨骼,10-12倍于上世代游戏,有利于更多人物动作。归功于次表面散射,加上现实的衣物材质使人物模型更进一步。人物模型看上去与预染CG效果更加接近。

求败者

HK-insterstellar169

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发表于 2015-3-22 11:24  ·  江西 | 显示全部楼层
现在引擎是1.4版,成品会是2.0版

终结者

PS5新时代!冲!

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 楼主| 发表于 2015-3-22 11:31  ·  重庆 | 显示全部楼层
感谢2楼,看样子评价还是不错的。
这里有贴吧的朋友也初步翻译了一下:
大概说最终幻想15这个试玩构建还在初期,不代表最终效果,场景比较感觉干净,水体波光琳琳,但存在一定锯齿,在1080p下这画面应该更好,但当前版本纹理存在一定问题,帧数大概25-28,而且存在画面撕裂问题等等说了技术不到位的地方,但又说这款游戏不会因为这些问题而失去亮点,然后赞美游戏细节 比如大量多边形,头发,衣服以及生动的自然画面,ai也很高,让人觉得他就像一个个活生生的角色,同时还用了恶名昭著第二之子的。gpu加速粒子,总之实现了真正跨时代的飞跃,最后表示对成品的期待和乐观

终结者

PS5新时代!冲!

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 楼主| 发表于 2015-3-22 11:31  ·  重庆 | 显示全部楼层
thinkhome 发表于 2015-3-22 11:24
现在引擎是1.4版,成品会是2.0版

你这新头像没以前的漂亮啊

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发表于 2015-3-22 11:33  ·  美国 | 显示全部楼层
本帖最后由 tomoran 于 2015-3-24 01:45 编辑

However, what really brings these characters to life, is the remarkably complex animation system. There is just a tremendous amount of animation in this game and, from what we've gathered, it appears to use some sort of animation AI routine. This helps control how characters move and react to their surroundings by focusing their attention on the expected points of interest. The way characters transition in and out of various actions feels quite natural and the three party members by your side always feel grounded within the environment. Above all else, the quality and variety of the animation really adds a lot to the experience.
复杂的人物动作系统让角色更加生动。游戏中有极大量的动画效果,并且似乎也有某种AI动作路径。这帮助控制人物活动和通过观察特定点来对周围环境做出反应。人物的动作切换非常自然,并且在整个环境中,身边的三个伙伴令人可靠。动画的效果极大的推动了这一切。

Other details of note - a GPU-accelerated particle system is in play here, producing results not unlike last year's inFamous Second Son. When triggered in the massive summoning of Ramuh, the screen fills with a remarkable fireworks display of particles that leaves your jaw hanging open. At night-time, the player is given a lapel-mounted flashlight that generates shadows. Shadow quality is somewhat hit or miss though, with the distance fall-off on shadow resolution feeling a bit steep at points, leading to a loss in detail at a rather close proximity.
通过GPU加速的粒子系统类似去年的次子。在召唤拉姆之后,画面充满了让人惊讶的烟花效果般的粒子。在夜晚,人物的便携性手电制造了阴影。阴影效果未达预期,在某些点的光源衰减过大(术语不太懂,可能不准确),造成近距离失真。

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发表于 2015-3-22 11:44  ·  美国 | 显示全部楼层
本帖最后由 tomoran 于 2015-3-22 11:59 编辑

One other area that we feel needs a bit of work is the game's camera system. As it stands, the action is extremely fast-paced and relies on players dashing and warping around the **. At the moment, the camera simply can't keep up, particularly in enclosed areas where you're just as likely to find the camera buried in a tree as focusing on an enemy.

镜头需要改进。快速攻击节奏需要角色的快速奔跑和移动。目前,镜头无法跟上人物移动速度,特别是在封闭环境下,有时镜头会被树木遮挡。

Ultimately, Final Fantasy 15 Episode Duscae is an impressive preview of what's to come, limited only by the unfinished, unoptimised nature of its rendering technology. The engine displays all of the expected next-generation features while bringing its own unique flavour to the experience. As Square-Enix's first internally developed open world game, the attention to detail really is remarkable and easily comparable to the best from Rockstar. Compared to other sandbox fantasy games from the last few years, Final Fantasy 15 really feels like a true next-generation leap.

总体来说,demo令人印象不错,仅仅受限于未完成未优化的渲染技术。引擎带来了次时代的感觉,也给人独特的体验。SE制作了其第一款开放世界游戏,细节出色,甚至可以和R星媲美。和其他今年的沙盒游戏相比,FF15让人感觉是一个真正的次时代的飞跃。

The real question is whether or not the development team will be able to get a handle on the game's performance problems by release. With so much time until then we're certainly hopeful that they can reach the 1080p30 target, but based on this showing in this demo, we still have concerns. On PlayStation 4 it certainly seems achievable, but the Xbox One version runs at a low enough resolution and frame-rate that the optimisation effort is frankly immense. We have no doubt that the final game will look and run better on both platforms, but can they really ramp it up to a full 1080p 30fps when the current level of performance is so lacklustre? We're cautiously optimistic. Still, as a bonus included with another interesting Final Fantasy title - Type-0 HD - Episode Duscae is an interesting and enjoyable experience that's well worth jumping into.

问题在于,制作团队是否能再发售前把游戏的画面表现问题解决。我们希望他们能够在足够的时间内达到1080p30fps的效果,但是我们仍有疑虑。比如xbox上的低像素和低帧需要更多地努力。基于目前平平的画面表现,他们是否能最终把效果提上1080/30?我们保持谨慎乐观的态度。当然,在有了零式作为赠品()的Episode Duscae是一个有趣和令人享受的体验,值得购买。

终结者

PS5新时代!冲!

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 楼主| 发表于 2015-3-22 11:44  ·  重庆 | 显示全部楼层
tomoran 发表于 2015-3-22 11:33
However, what really brings these characters to life, is the remarkably complex animation system. Th ...

感谢感谢,粒子效果的确在召唤拉姆时体现得最明显,期待正式版魔法效果,肯定华丽到爆炸

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HK-insterstellar169

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发表于 2015-3-22 12:01  ·  江西 | 显示全部楼层
狂风007 发表于 2015-3-22 11:31
你这新头像没以前的漂亮啊

.....................
vx

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发表于 2015-3-22 19:31  ·  山东 | 显示全部楼层
希望正式版可以做到1080P稳定30帧。
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