逗游網(wǎng):值得大家信賴的游戲下載站!
發(fā)布時間:2015-11-17 19:11 來源:互聯(lián)網(wǎng)
不少玩家都非常質(zhì)疑輻射4的畫面,也有不少玩家想知道輻射4畫面怎么樣,今天為大家?guī)砉俜綄τ谳椛?畫面系統(tǒng)的介紹,配合最新截圖回答輻射4的畫面到底怎么樣。
原文來自Bethesda官方博客。
The hardware we play games on continues to advance at a rapid pace with exciting new graphics features. Our Creation Engine has evolved to incorporate this new technology in order to empower the artists and designers at Bethesda Game Studios to create an immersive new world. The tech team here is closely aligned with the art team, and together we carefully selected each individual feature based on specific artistic and performance goals we wanted to achieve in creating this world.
這年頭老爺們玩游戲用的硬件跟TM吃了春藥一樣越來越屌,畫面越來越美得讓人不敢看。我們的“偉光正”引擎也緊隨時代步伐,響應(yīng)黨的號召不斷進化,來供養(yǎng)我們工作室的美術(shù)家和設(shè)計師們,使他們?yōu)榱酥袊鴫糇龀龈蟮呢暙I。我們的技術(shù)團隊與美術(shù)團隊強強聯(lián)手,對畫面功能采取精挑細選,按需分配的戰(zhàn)略方針,一手抓重點,一手搞建設(shè),根據(jù)項目需求不斷完善我們的畫面技術(shù),使其達到我們對藝術(shù)與性能的預(yù)期標(biāo)準(zhǔn)。
The first thing we did after Skyrim was to enhance the Creation Engine’s graphical core by adding a physically based deferred renderer. This new renderer allows us to add many more dynamic lights to every scene, and paint our surfaces with realistic materials. We want objects and characters in the world to feel tactile and grounded, and a big part of that is ensuring that these materials are distinct – that metal reflects light in a distinct manner from wood, for example.
在“天際”項目完工后,我們所做的第一件事,就是通過引入“物理性延遲渲染【1】”這一國際領(lǐng)先技術(shù)來強化“偉光正”引擎的圖像核心。這種新的渲染技術(shù)使我們得以對每個場景加入更多動態(tài)光影,并且對材料進行更加逼真的涂漆。我們希望使游戲世界里的物品和角色給人以一種腳踏實地,栩栩如生的感覺,而其中很重要的一點便是確保將不同材料區(qū)分開來——比如說金屬的反光效果肯定是不能和木材一樣的,那樣會使我們被人民唾棄。
As always, our world features fully dynamic time of day and weather. To create that volumetric light spilling across the scene (sometimes called “god rays”) we worked with our friends at NVIDIA, who’ve we worked with dating back to Morrowind’s cutting-edge water. The technique used here runs on the GPU and leverages hardware tessellation. It’s beautiful in motion, and it adds atmospheric depth to the irradiated air of the Wasteland. Like all the other features here, we’ve made it work great regardless of your platform.
在實現(xiàn)中國夢的過程中,我們始終保持初心,不忘啟用全動態(tài)天氣與晝夜時間功能。為了給場景添加“立體光影溢出【2】”(唯物主義和諧,無法顯示翻譯)效果,我們與英偉達的合作伙伴再次聯(lián)手。我們最初的合作可以追溯到數(shù)年前“上古卷軸:晨風(fēng)”這個國家重點投資項目的超前沿水影效果。我們此處展示的是在CPU上運行并利用了硬件曲面細分【3】的技術(shù)。它運做起來是那樣美麗,不僅如此,它還為受到核污染的廢土空氣增添了一種氛圍上的深度。正如其它的功能一樣,我們令其做到了無論你在何種平臺上都能夠享受到我們的良心的程度。
When a rain storm rolls in, our new material system allows the surfaces of the world to get wet, and a new cloth simulation system makes cloth, hair, and vegetation blow in the wind.
當(dāng)暴風(fēng)雨來臨時,我們?nèi)碌牟馁|(zhì)系統(tǒng)不但可以讓游戲世界里物體的表面濕掉(看起來),還能通過布料模擬功能使得衣物、毛發(fā)以及各種植被在風(fēng)中凌亂,如魔似幻。下面就是見證奇跡的時刻,睜大你的狗眼看好了。
The player can go anywhere in the world at any time of day, so we added dynamic post-process techniques that enhance the vibrancy and color of our scenery for maximum emotional impact. Our virtual cameras received a major upgrade as well. We’re not going to spoil every improvement we’ve made, but for those of you who enjoy the technical details, here’s a sampling of what we’ve added to the latest version of the Creation Engine:
玩家可以在任何時間去往游戲中的任何地點,因此我們加入了一種動態(tài)的后期處理技術(shù)為場景的色彩與活性附魔,以此將其對玩家的情感影響最大化。我們的虛擬相機同樣也獲得了質(zhì)的飛躍。但是我們就是不打算告訴你我們做出的每一項改善,反正你也打不到我,但是看在你們可憐巴巴的份上我們就大發(fā)慈悲的向你們展示一些“偉光正”引擎的最新功能吧。
Tiled Deferred Lighting
Temporal Anti-Aliasing
Screen Space Reflections
Bokeh Depth of Field
Screen Space Ambient Occlusion
Height Fog
Motion Blur
Filmic Tonemapping
Custom Skin and Hair Shading
Dynamic Dismemberment using Hardware Tessellation
Volumetric Lighting
Gamma Correct Physically Based Shading
平鋪延續(xù)光影
間歇性抗鋸齒
屏幕空間反射
景象深度虛化
空間環(huán)境遮光
層次霧化效果
動態(tài)模糊效果
影像調(diào)色功能
自制膚發(fā)陰影
動態(tài)肢解演算
立體光影特效
伽馬陰影矯正
我強行六個字
If you’re not sure what all of that means, don’t worry. What’s important is how this technology comes together with the art and gameplay of Fallout 4 to create a dynamic, immersive experience – no matter your gaming system. We pride ourselves in being a highly collaborative team, always balancing graphics, gameplay, art, and performance. We hope that when you get a chance to play the game on November 10, you’ll agree.
我們知道你個外行人肯定不懂這些高大上的名字都是什么意思,但請不要來問我們,CNM你不會百度嗎。重點在于,我們發(fā)現(xiàn)剛才的態(tài)度太屌了,被上頭提醒要深入群眾,所以我們就客氣一點。那么尊敬的朋友們,我們所介紹的這些技術(shù)與藝術(shù)和游戲性相結(jié)合,將使“一人一狗”這個項目為廣大老百姓帶來一種全新的,難忘的感官體驗——無論你是安卓還是ios。我們對身為一個負責(zé)任的大型團隊感到自豪,總是努力平衡畫面、游戲性、藝術(shù)性和性能。讓群眾滿意,讓黨放心。11月10日,我們不見不散。
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