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[业评] 为什么我总觉得当年DC版的DOA2画面不输现在的神机3

引用:
说实话dc如果能活到现在和ps2比出的游戏画面估计也不会差太多,拿好几年前的游戏比几年后的游戏不怎么公平吧。至少也要和当时的ps2游戏画面比,和神机3比画面差不多,你肯定出现幻觉了。
说的比较中肯.

其实很多人根本就没玩过dc.现在搜搜图就开始喷了.


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音速小子大冒险不是DC首发,
他到12月初才做完,还得压片,12月23日才出。

可惜赶着出,BUG没弄完,中后期有即时影片会有读取过久或延迟的情况,
后来又出个国际版才算是把缺失修掉。

DC有两种开发界面,一种是微软提供的DX,另一种是SEGA提供的。

微软当初会提供DX给DC,按SEGA的说法是DC移植至PC较易,(虽然由现在来看,微软才没那么好心)
就像当初的SEGA RALLY 2一样,在DC上推出后,三个多月就移到PC上了。
只可惜采用微软开发工具的软体,只能发挥DC实力的六成而已,
因此许多DC游戏仍是采用SEGA的开发工具,音速小子大冒险也是用SEGA的开发工具来制作。



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引用:
原帖由 sisik 于 2008-7-7 18:39 发表
DC有两种开发界面,一种是微软提供的DX,另一种是SEGA提供的。

微软当初会提供DX给DC,按SEGA的说法是DC移植至PC较易,(虽然由现在来看,微软才没那么好心)
就像当初的SEGA RALLY 2一样,在DC上推出后,三个多月就移到PC上了。
只可惜采用微软开发工具的软体,只能发挥DC实力的六成而已,
因此许多DC游戏仍是采用SEGA的开发工具,音速小子大冒险也是用SEGA的开发工具来制作。
搜了一下,还真有。详细资料如下
引用:
DirectX and Windows Media Technologies

DirectX gives a developer fast low-level access to a system's sound and graphics hardware while continuing to operate through the high-level features of Windows CE's Win32 interfaces. It lets you interact with video and audio hardware installed on your system in a device-independent manner. You can improve an existing device or implement a new system together with its driver, without having to rewrite your application code. In addition, by adding Microsoft DirectShow® and Windows Media Technologies, DirectX provides the developer easy APIs to stream, parse, decode, and render compressed multimedia audio and video data streams.

DirectX is built on Microsoft's Component Object Model (COM) and consists of a set of fast low-level libraries that you can call to create and use objects such as surfaces, palettes, textures, lobbies, sound buffers, and musical instruments. Layered over these low-level interfaces are APIs for implementing consumer audio and video devices, as well as broadband and Internet multimedia streaming.

We will be releasing the first Windows CE Platform Builder DirectX components this summer as part of Windows CE 2.12 DXPAK. It contains the following multimedia components:

    * DirectDraw®—2D graphics, including memory management, fast bit block transfers, overlays, and flips, all compatible with GDI.
    * DirectSound®—capturing, mixing, and playing sounds.
    * DirectShow®—playback of multimedia audio and video streams and files, support for multimedia codecs.
    * Windows Media® Player (WMP)—Microsoft ActiveX® controls for playback of all major multimedia types using DirectShow.

Additional DirectX DXPAK components planned for future Windows CE releases include:

    * DirectMusic®—composition and playback of message-based musical data.
    * Direct3D® Immediate Mode (IM)—interactive 3D graphics and rendering.
    * DirectPlay®—networked multi-player gaming.
    * DirectInput®—personal input devices, including force feedback. (DirectInput is already available as part of the core Windows CE 2.12 release.)
    * Windows Media Services (WMS) client filters and codecs—multimedia streaming over the Internet, including support for low-bandwidth connections using MSAudio and MS MPEG-4 video.

Selected components of Windows CE DirectX 6 and media technologies will be available as part of Windows CE 2.12 on the X86, MIPS R4300, and SH4 CPUs. Additional DirectX media components, especially those needed for DVD and home electronics devices, and enhanced support for Windows CE CPUs, are planned for future DXPAK releases.

Windows CE for Dreamcast already contains DirectDraw, DirectSound, DirectMusic, Direct3D IM, DirectInput, and DirectPlay. These highly optimized, driver-based implementations are particular to the Sega Dreamcast hardware and are available as a separate SDK, but they are not part of the general Windows CE DXPAK releases. We will have much more to say about Dreamcast later in this article.
Windows CE for Dreamcast Toolkit

Microsoft and some of its partners are already using DirectX on Windows CE forseveral consumer devices. As we already mentioned, the first product to ship with support for Windows CE and DirectX was the Sega Dreamcast game console. Microsoft recently released the Windows CE for Dreamcast Toolkit to licensed developers. Windows CE for Dreamcast is anoptimized version of the Windows CE operating system designed for the Dreamcast hardware. It includes all the tools needed to develop forthis SH4 processor-based platform in Visual C++ and a highly optimized implementation of the DirectX APIs. It is a prime example of a platformwhere you can leverage your existing Win32 and DirectX expertise and code to develop content for new consumer devices.

In the past, console developers were forced to learn and use proprietaryAPIs and tools for each new platform. Developing for a new consolealmost always meant dealing with all the hassles of first-generationdevelopment tools. By providing Win32 and DirectX on Dreamcast, Sega and Microsoft are for the first time allowing game developers to createtitles for both the PC and console using virtually the same code base,as well as providing the opportunity to leverage existing code for the Dreamcast exclusive titles. Also, you get to do all the developmentusing the same familiar tools used for desktop games.



[ 本帖最后由 RestlessDream 于 2008-7-7 19:01 编辑 ]


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Dc 版本只看过

在XBOX版本面前 差的太远了

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这也能吵.

DC的DOA的确当时让我眼前一大闪,十足上震撼了.但说和PS3比,也太离谱了,连我老婆都看的出PS2的DOA比DC好一大截.

360上的 DOA4也让我狠狠震撼了一把,毕竟第一款高清主机的画面出现在我50"的高清PDP上,那魄力至今回味...

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DC用VGABOX输出当真是比较华丽,前天我还往19寸LCD上接着耍了会儿,效果现在看都还不错

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版本的不同带来的争议很多,一样的节目出在不同的机种上,画面与游戏都会有差异!可以说是厂家的抢钱行为了。比如“灵魂能力2”出了三个版本对应三个机种,拿PS2与NGC来讲,在画面风格上看起来觉得差不太多,但仔细看还是NGC的干净,三维构图要强些,再拿游戏性来讲,在一样的难度下,觉得PS2的对战人物很老实过关也容易,而NGC一上手就觉得真正的游乐器是什么样的了,人物AI很高很有真实格斗的感觉,过关也不容易了,厂家这样做也增添了同一游戏在不同机种上的不同表现。

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越看越觉得这帖子奇怪,你既然拿DOA2-DC做例子,应该和DOA4-XO比更靠谱吧?

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引用:
原帖由 深蓝LWL1123 于 2008-7-4 10:00 发表

SC和SC3比场景差多了吧,人物可能DC的更好一点
SC很多背景都是贴图来的,SC2 SC3基本全场景3D处理啊
我没说不是啊
你看清楚我的帖子再回好吗,我说的是干干净净的贴图就可以了,搞那么多特效把画面弄得模模糊糊得不偿失,谁在对战的时候去看地上的花花草草呢?

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应该说当时看到DC上DOA2画面的惊艳感比起现在看到神机3上一些游戏画面的感觉有过之而无不及,但说到游戏画面本身显然是没什么可比性的。

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用DC接VGA给人的感觉主要是画面比较清爽干净!这就好比一个长的健康干净皮肤白皙的女孩,即使五官不是特别的美丽也让人感觉清爽的原因!但是和PS3的画面比较的确有差距~~~~~~~~~~最近看到一个分析DC失败原因的评论说最大原因之一是DC打肿脸充胖子硬支持VGA装高清,所以才惨败,真是让我无语~~~~~~~~~

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的了吧,这画面Wii不如

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为什么我总觉得当年的PS上的刀魂画面不输现在DC上的灵魂能力呢?

说这种傻话楼主觉得有意思么?

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神机三只能拿42寸以上放大才能看出区别。。

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