開發中視頻,有待進一部提升。
http://www.gametrailers.com/remote_wrap.php?mid=33691
最新試玩視頻可到這裡下載
http://www.gamersyde.com/news_6429.html
![](http://i154.photobucket.com/albums/s279/noyes173/1-34.jpg)
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http://www.develop-conference.com/developconference/downloads/vwsection/Deferred%20Rendering%20in%20Killzone.pdf
採用肉眼為標準新技術「視角聚焦點效果」
![](http://i154.photobucket.com/albums/s279/noyes173/25.jpg)
![](http://i154.photobucket.com/albums/s279/noyes173/26.jpg)
![](http://i154.photobucket.com/albums/s279/noyes173/1-35.jpg)
簡單來說就是CELL非常適合做熱輻射演算.
熱輻射演算主要用在光源處理(有用過3dsmax的會很清楚),用來計算光源的反射
比如是一個黑暗的房裡面,向一張不透光的紙直接照射強烈光源的話,房間應該會比紙張所反射的光所照亮(光源自紙張反射至牆壁,受光的牆身再反射給房內其他空間,而不會出現現在遊戲中只有受照射的紙張才會變光的情況.)
另外由於受光物的形壯、表面、顏色,會出現不同的拆射、散射等等實現中的效果.
其實為遊戲加入in-direct lighting已經是很長久的話題,效果是比較好,但要追跡光源的路徑非常浪費效能,所以一直都沒引入遊戲之中(一般都是Pre-Rande場境光源就算)
![](http://i154.photobucket.com/albums/s279/noyes173/2-25.jpg)
Real-time radiosity (無受光的牆壁都有光源動態)
Colour bleeding (房間全體受地板顏色影響)
Soft shadows (不是柔化邊沿)
HDR
其實他們並不是第一家發現CELL是in-direct lighting上面的表現,Killzone2都做出了相類的效果(不是很清楚他們是用什麼方法做),而且Killzone2的開發者都表明遊戲的光源主要置功於SPU.
Cell的確是功能很強的CPU,但還需要時間去挖掘,我沒記錯,3D之神CK都講過類似的話.現在PS3的使用技術的確慢慢成熟中(LZ的貼有稍稍講過各種SPU的使用方式).
![](http://i154.photobucket.com/albums/s279/noyes173/16-6.jpg)
Kill Zone 2是採用了MSAA(多重採樣)+FP16(高動態範圍光源)
,實際就是採用了4個CELL的SPU做了測試。
![](http://i154.photobucket.com/albums/s279/noyes173/41.jpg)
用了x4 SPU測試運行所有特效,結果4個SPU只用了不到50%性能,期待採用7個測試效果。
測試報告
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