泡妞游戏 – 顽皮狗要逆天!《神秘海域4》预告片被证实为实时渲染

顽皮狗要逆天!《神秘海域4》预告片被证实为实时渲染

   在E3 2014展会的第一天,泡妞游戏 顽皮狗工作室就给玩家们送上了一份大惊喜——《神秘海域4:盗贼陌路(Uncharted 4: A thief’s end)》的首支预告!然而关于这支预告还引起了不小的争论,如此高清流畅的画面到底是高精建模CG还是即时渲染?今天有网友总结出了可靠消息:《神秘海域4》的预告画面是在一台ps4上游戏内实际实时渲染画面,并且达到了1080p60fps!

   《神秘海域4》E3首支预告:

   以下四个消息源头可以证实这一点:

   来源1:gamingbolt

   "They (Naughty Dog’s Studio Coordinator Rodney Reece and Lead FX Artist Keith Guerrette) confirmed to us that the Uncharted 4 trailer showcased during Sony’s E3 2014 press conference was a part of an actual level in game. Secondly, they also confirmed that the entire trailer was running in real time on the PlayStation 4 and it was all in-engine."

   “他们(顽皮狗工作室协调者Rodney Reece 和 首席特效 Keith Guerrette)证实向我们证实了神海4的预告是游戏里实际关卡的一部分。泡妞游戏 其次,也证实了整个预告片是在一台ps4上实时渲染。”

   来源2:B3D某业内和UBI蒙特利尔的开发人员

  "No, it is definitely real-time, (as my post yesterday might hint) I had one of their devs explicitly confirm to me yesterday that it is running in real time, on a single PS4 and not pre-recorded. "

  "Beginning with Uncharted 4, all Naughty Dog games will feature completely in engine, real time, 3D cutscenes (if they even stay cutscenes anymore), a huge performance departure from what they used to ship."

   “没错,绝对是实时渲染。有个顽皮狗的员工很明确的跟我确认了,昨天那个预告片是实时的,在单一一个ps4上,而非是预渲染。”

   “从神海4开始,所有的顽皮狗游戏的过场将是全实时渲染,这对于他们来说是一个巨大的飞跃。”

   来源3:DF的分析

   "We've studied the video in a little more depth and have concluded that it's definitely running at native 1080p resolution (as opposed to being rendered at a very high resolution, then scaled down – a process known as super-sampling). Small clipping anomalies, a touch of specular aliasing on Nate's shirt as he sits up, along with some shadow aliasing on his forehead also suggest a real-time render. On the face of it, we're still looking at some pretty incredible anti-aliasing here for a real-time technique on a game running at 60fps, particularly when it comes to the perfect, artefact-free rendering of Nate's hair – but the combination of the low contrast setting, slow camera movement, motion blur and depth of field would work well generally in making aliasing much less of an issue."

   “我们深入研究了预告,发现绝对是跑在1080p原生分辨率下(而非 super-sampling。解释下就是跑在很高的分辨率然后压到低分辨率已到达看不到锯齿的效果)。细微的衣料异常(一点点锯齿,在nate的衣服上,当他站起来)和额头的阴影的一点小锯齿,都显示这谁实时渲染的。抛开这些不谈,我们看到了非常牛逼的抗锯齿技术,用在一个泡60帧的游戏上,特别是那无懈可击的头发部分。综合低对比的设置,很慢的镜头移动,动态模糊,和景深效果,一起展现出来的最后画面让锯齿不成任何问题。”

   来源4:顽皮狗女华裔程序员,前Halo4引擎程序员

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