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[新闻] 【辟谣】关于HALO 3所谓640P分辨率的Bungie官方回应全文

《光晕3》支持1080P输出,但是原生分辨率为 1152x640
之前国内某站又是“摘要”翻译Bungie原话,而且又搞标题党,说什么“官方承认640p”。果然,某些帖子就被挖坟挖上来了。

原文和完全译文如下,以正视听:

You Owe me 80p! 你们欠我80p!
Bungie.net 原文地址: http://www.bungie.net/News/conte ... pnews&cid=12821

One item making the interwebs rounds this week was the scandalous revelation that Halo 3 runs at “640p” which isn’t even technically a resolution. However, the interweb detectives did notice that Halo 3’s vertical resolution, when captured from a frame buffer, is indeed 640 pixels. So what gives? Did we short change you 80 pixels?

最近几周以来网络上有关Halo 3运行在“640p”分辨率下的讨论甚嚣尘上,这甚至不是一个标准分辨率。嗯,没错,网上的牛人侦探们从一个帧缓存截取图像的时候,Halo 3的垂直分辨率的确是640像素。这说明了什么呢?我们是不是欠了玩家80像素?

Naturally it’s more complicated than that. In fact, you could argue we gave you 1280 pixels of vertical resolution, since Halo 3 uses not one, but two frame buffers – both of which render at 1152x640 pixels. The reason we chose this slightly unorthodox resolution and this very complex use of two buffers is simple enough to see – lighting. We wanted to preserve as much dynamic range as possible – so we use one for the high dynamic range and one for the low dynamic range values. Both are combined to create the finished on screen image.

这问题这要比看上去的更复杂。实际上,我甚至可以告诉你Halo 3的垂直分辨率是1280像素,因为我们不止用了一个帧缓存,而是两个——每个都以1152x640像素的尺寸渲染。我们之所以选择这个非传统分辨率,而且采用复杂的双帧缓存的理由显而易见:光影效果。我们希望尽可能地扩大动态范围——我们用一个缓存专做高动态范围,一个专做低动态范围。这两个缓存结合到一起才生成最终的屏幕图像。

This ability to display a full range of HDR, combined with our advanced lighting, material and postprocessing engine, gives our scenes, large and small, a compelling, convincing and ultimately “real” feeling, and at a steady and smooth frame rate, which in the end was far more important to us than the ability to display a few extra pixels. Making this decision simpler still is the fact that the 360 scales the “almost-720p” image effortlessly all the way up to 1080p if you so desire.

这一显示全范围HDR光影的能力,结合先进的光影系统、材质和后期处理引擎,使得我们的所有场景,无论大小,都能以稳定、平滑的帧数运行,呈现出震撼、可信、极致“真实”的感觉。这种最终的视觉效果要比我们去多显示几个像素重要得多。而且当360的机能足以无损地把“接近720p”的图像毫不费力地拉伸到1080p(如果你一定追求最高分辨率)的时候,做出这个决定无疑更加轻松。

In fact, if you do a comparison shot between the native 1152x640 image and the scaled 1280x720, it’s practically impossible to discern the difference. We would ignore it entirely were it not for the internet’s propensity for drama where none exists. In fact the reason we haven’t mentioned this before in weekly updates, is the simple fact that it would have distracted conversation away from more important aspects of the game, and given tinfoil hats some new gristle to chew on as they catalogued their toenail clippings.

实际上,如果真的让你比较原生的 1152x640分辨率图像和拉伸后的 1280x720 的截图,你是不可能分辨出区别的。我们本可以完全无视网上这些无中生有、夸张放大的闹剧。实际上,在之前的Bungie每周快讯中我们之所以没有提及这一点,就是因为这会引起离题千里的讨论,而非关注游戏本身更为重要的方面,会给某些正清理指甲里污垢的好战份子以新的肉骨头,让他们津津乐道

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TG的小白帖还能更多些么……

[ 本帖最后由 RestlessDream 于 2007-10-1 20:05 编辑 ]


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会给某些正清理指甲里污垢的好战份子以新的肉骨头,让他们津津乐道。




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今天终于玩上了HALO3  光影效果真TM华丽


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遭人口舌是难免的..

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想看看爵爷的表情:D

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http://www.tgfcer.com/club/viewt ... 6&highlight=%2B2047

还是编辑掉吧....

[ 本帖最后由 2047 于 2007-10-2 09:21 编辑 ]

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引用:
原帖由 2047 于 2007-10-1 20:05 发表
http://www.tgfcer.com/club/viewt ... p;highlight=%2B2047
见前2段:D

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引用:
原帖由 2047 于 2007-10-1 20:05 发表
http://www.tgfcer.com/club/viewt ... p;highlight=%2B2047
造谣站之一

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太专业了,不明白2个1152x640拼在一起是怎么变成1280×720的,如果是两层效果,怎么拼能拼出720来…

不过这确实与游戏品质无关

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这两天RF又是骂人又是调教又是辟谣,可真忙活啊.搞得连国庆都过不好

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lu的假新闻本来就是全国最强

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太好玩了,哈哈哈哈

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引用:
原帖由 FORZAGUY 于 2007-10-1 20:11 发表
这两天RF又是骂人又是调教又是辟谣,可真忙活啊.搞得连国庆都过不好
有了Halo3这个“渣作”,不要说国庆,一直到年底我们都“过不好”。

[ 本帖最后由 RestlessDream 于 2007-10-1 20:15 编辑 ]

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上个星期五发过了

而且楼下就有人指出了KZ2的是1280*720*2*4并且还有MSAA

HALO3用的不是业界领先的技术毋庸置疑,做出好画面来就行了

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所以楼主又技术小白了,和luke真是不谋而合

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