異塵餘生4 也太美了! 畫面系統詳解圖文解說

0
異塵餘生4 fallout4

異塵餘生4 也太美了! 畫面系統詳解圖文解說 不少玩家都非常質疑異塵餘生4的畫面,也有不少玩家想知道異塵餘生4畫面怎麼樣,今天為大家帶來官方對於異塵餘生4畫面系統的介紹,配合最新截圖回答異塵餘生4的畫面到底怎麼樣。

異塵餘生4 也太美了! 畫面系統詳解圖文解說

來源:gamersky

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.

這年頭老爺們玩遊戲用的硬件跟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,響應黨的號召不斷進化,來供養我們工作室的美術家和設計師們,使他們為了中國夢做出更大的貢獻。我們的技術團隊與美術團隊強強聯手,對畫面功能採取精挑細選,按需分配的戰略方針,一手抓重點,一手搞建設,根據項目需求不斷完善我們的畫面技術,使其達到我們對藝術與性能的預期標準。

異塵餘生4 也太美了! 畫面系統詳解圖文解說

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”項目完工後,我們所做的第一件事,就是通過引入“物理性延遲渲染【1】”這一國際領先技術來強化“偉光正”引擎的圖像核心。這種新的渲染技術使我們得以對每個場景加入更多動態光影,並且對材料進行更加逼真的塗漆。我們希望使遊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.

在實現中國夢的過程中,我們始終保持初心,不忘啟用全動態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夥伴再次聯手。我們最初的合作可以追溯到數年前“上古捲軸:晨風”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上運行並利用了硬件曲面細分【3】的技術。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台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.

當暴風雨來臨時,我們全新的材質系統不但可以讓遊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、毛髮以及各種植被在風中凌亂,如魔似幻。下面就是見證奇迹的時刻,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遊戲中的任何地點,因此我們加入了一種動態的後期處理技術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

平鋪延續光影

間歇性抗鋸齒

屏幕空間反射

景象深度虛化

空間環境遮光

層次霧化效果

動態模糊效果

影像調色功能

自製膚髮陰影

動態肢解演算

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麼意思,但請不要來問我們,CNM你不會百度嗎。重點在於,我們發現剛才的態度太屌了,被上頭提醒要深入群眾,所以我們就客氣一點。那麼尊敬的朋友們,我們所介紹的這些技術與藝術和遊戲性相結合,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任的大型團隊感到自豪,總是努力平衡畫面、遊戲性、藝術性和性能。讓群眾滿意,讓黨放心。11月10日,我們不見不散。

更多異塵餘生4相關文章:

匿名留言版:

Please enter your comment!
Please enter your name here