異塵餘生4 也太美了! 畫面系統詳解圖文解說

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



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.


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.


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.


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.


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:


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














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.




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