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[其他] 索尼和ab在cod上的合作效果立竿见影

PS4 ranges between 1360x1080 to 1920x1080, although much of the time the engine manages to hit the desired native 1080p resolution for extended periods. During the opening firefight in the Provocation mission we see PS4 kick off at 1360x1080p before ramping back up to full 1080p a few moments later - the switch is often barely visible due to softening effect of the AA solution, although some blur across distant details is apparent.

Xbox One is a different story, targeting a baseline 1600x900 for gameplay, but after trawling through our captures it appears that the engine rarely - if ever - achieves this. Instead we're looking at a sustained 1280x900 resolution, even in less stressful gameplay scenes, with horizontal metrics dropping down to 1200x900 in more challenging scenarios - and the results are not impressive. Due to the heavy upscale, the Xbox One release possesses a consistent blurry appearance when the action really kicks in: fine details are frequently smudged over, while geometry edges appear rough and fuzzy. It's a substantial downgrade over last year's Advanced Warfare, where Sledgehammer stayed locked at a 1360x1080 resolution during the more demanding scenes.

http://www.eurogamer.net/article ... erformance-analysis


On the face of it, the raw metrics we drew from our captures don't look so bad - PS4 hands in an average frame-rate of 51fps, Xbox One is at 49fps. From our sample, around 15 per cent of the video output consists of dropped frames on the Sony console, rising to around 18 per cent on Xbox One. Arguably that's already too high for a Call of Duty game, but it's drawn from the complete sample and not really representative of in the moment gameplay - there, it's the sudden, often jarring changes during gameplay that can compromise the experience.

And it's Xbox One where we see the most extreme scenarios where Treyarch's precarious balancing act doesn't really work out. A frantic shoot-out defending a control room is a low point: while PS4 sticks close to 60fps at various moments throughout the battle, Microsoft's system frequently struggles to rise above the 35-45fps No Man's Land, eventually succumbing to a 28fps drop. The situation here is grim: judder and fluctuations in controller response compromise the gameplay, while the dynamic resolution plateaus to its lowest point. It doesn't look great, but more importantly, the feel is wrong.
分辨率上,ghost是720p对1080p,aw显著缩小差距,这次又反复了
帧数上,这次都不理想,但是x1应该是历史新低了

以上单指sp模式


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posted by wap, platform: Lenovo
ps4大部分时间是1080p,偶尔1360x1080;xbone大部分时间是1200x900,偶尔是900p。
xbone的帧数也差很多
不过也不能光说bo3优化差,毕竟场景和敌人比aw要大和多



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posted by wap, platform: iPhone
为啥x1版国内联网品质比ps4好很多捏


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引用:
原帖由 vice2015 于 2015-11-12 22:55 发表
posted by wap, platform: iPhone
为啥x1版国内联网品质比ps4好很多捏
首先,这游戏在国内不存在
其次,cod的mp是p2p

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vice壕大战杠神!
本帖最近评分记录
  • vice2015 激骚 +2 泪流满面 2015-11-12 23:29

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X1版买的人少玩的人少联网的人少,网自然好

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posted by wap, platform: iPad
两个动态分辨率掉帧掉飞起,五十笑百步

本帖最后由 duanyu47 于 2015-11-12 23:22 通过手机版编辑

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引用:
原帖由 duanyu47 于 2015-11-12 23:21 发表
posted by wap, platform: iPad
两个动态分辨率,五十笑百步
pc也是动态分辨率
如果你有4块ttx,就可以4k随便开
如果你只有970,那么2k勉强,动态范围比主机大多了

所以,你有几步呢

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哦,所以效果是全平台優化差啊

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引用:
原帖由 yfl2 于 2015-11-12 23:23 发表

pc也是动态分辨率
如果你有4块ttx,就可以4k随便开
如果你只有970,那么2k勉强,动态范围比主机大多了

所以,你有几步呢
之前970玩了下beta,显存爆到4.7g还有一百多帧。这系列无感,爱咋地咋地。。。
另外PC可没有游戏中动态改变分辨率这种高科技,只有几个预设静态分辨率选项而已






[ 本帖最后由 duanyu47 于 2015-11-12 23:32 编辑 ]

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引用:
原帖由 duanyu47 于 2015-11-12 23:29 发表


之前970玩了下beta,显存爆到4.7g还有一百多帧。这系列无感,爱咋地咋地。。。
另外PC可没有游戏中动态改变分辨率这种高科技,只有几个预设静态分辨率选项而已


http://i.im ...
我说的意思和你的理解不同
总之,50步很重要,虽然你的pc是25步,高端pc是10步,但50步确实比100步好,就像你虽然没有大门有钱,但不能说无所谓是否比非洲难民富了对吧

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引用:
原帖由 sostuan10 于 2015-11-12 23:20 发表
X1版买的人少玩的人少联网的人少,网自然好
又鬼扯,P2P是联的人越多网络越容易好

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引用:
原帖由 duanyu47 于 2015-11-12 23:35 发表

又鬼扯,P2P是联的人越多网络越容易好
他是钓鱼的,提醒一下

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正常,ps4机能更好,而且这次索尼和动视有合作

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引用:
原帖由 tommyshy 于 2015-11-12 23:38 发表
正常,ps4机能更好,而且这次索尼和动视有合作
这次是优化崩盘,差距只是X1和PS4机能的差异而已。
正常来讲COD不管分辨率是多少,都是死保60帧,你看这俩主机这次都掉帧掉成啥了。。明显是优化事故

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