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[业评] 知乎业内:PS4pro的4K棋盘渲染并非简单的拉伸

https://www.zhihu.com/question/50716623




[ 本帖最后由 ginaamix 于 2016-10-1 11:31 编辑 ]
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量子破碎在xbox one上就是这样得到“1080p”分辨率的。
PC版有native 1080p和牛逼的“棋盘拉伸”出来的。看不出来区别绝壁眼瞎。

Digital Foundry hands-on Quantum Break
Where as Quantum Break uses a base resolution of 1280x720 with ... The technique is actually called Temporal Checkerboard Rendering and ...

[ 本帖最后由 ngw39 于 2016-10-1 11:58 编辑 ]



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量子破碎是67%拉伸
p4p如果全部能从1800p拉伸的话是83%
PC和手游也有不少能设置渲染百分比的,可以对比一下,就是不知道这些是不是暴力拉伸而已


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引用:
原帖由 ngw39 于 2016-10-1 11:40 发表
量子破碎在xbox one上就是这样得到“1080p”分辨率的。
PC版有native 1080p和牛逼的“棋盘拉伸”出来的。看不出来区别绝壁眼瞎。

Digital Foundry hands-on Quantum Break
Where as Quantum Break uses a base  ...
不是说不一样么

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现在都是嘴炮战,等实际表现说明一切

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posted by wap, platform: Chrome
这种调整内部渲染分辨率的方式,比起降低输出分辨率,还是有些好处的。比如游戏的2D UI不会模糊,再比如显示设备的兼容性更好。

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posted by wap, platform: iPhone
大法黑科技,棋盘拉伸后的4K比原生4K画质更好,更清晰(一个猜想,不一定对

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随便猜一个,原生4K G-bufferr upsample 1k光照?不算什么黑科技,类似的文章老早几年就有了工业界不拿来用而已

原生4K G-BUFFER插出来的话不用你们普通玩家瞎担心,肉眼凡胎是分辨不出来的

[ 本帖最后由 eehyc 于 2016-10-2 00:16 编辑 ]

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知乎大神看看就好

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posted by wap, platform: Android
知乎业内也就比贴吧业内水平高一点

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就是1800P,如果像微软直接900P是要被喷的,SONY就想了一个主意名其名曰

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posted by wap, platform: iPhone
别扯淡了,技术细节看不懂,价钱还看不懂吗?一个970水平的显卡,还4k?你怎么不8k呢?

本帖最后由 柯布西耶 于 2016-10-2 08:34 通过手机版编辑
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  • grammyliu 激骚 +1 最骚 Rated by wap 2016-10-3 04:06

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posted by wap, platform: 红米Note3
引用:
原帖由 @柯布西耶  于 2016-10-2 08:34 发表
别扯淡了,技术细节看不懂,价钱还看不懂吗?一个970水平的显卡,还4k?你怎么不8k呢?

本帖最后由 柯布西耶 于 2016102 08:34 通过手机版编辑
问题是别人也没说这是4k…

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http://www.eurogamer.net/articles/2014-03-06-killzone-shadow-fall-dev-to-be-more-precise-about-resolution-in-future

Guerrilla Games has promised to be more precise when discussing the resolution of its games in the future after it was accused of misleading customers over the technical performance of PlayStation 4 exclusive Killzone Shadow Fall.
In an article titled "In Theory: 1080p30 vs 720p60 - could next-gen let us choose?", Digital Foundry explored the issue of trading pixels for frame-rate - and as part of that investigation revealed new information about Killzone Shadow Fall.
DF's Richard Leadbetter found that while in single-player mode the game runs at full 1080p, in multiplayer the game runs at 960x1080, utilising an innovative upscaling technique using previously calculated visual data.


Some players reacted angrily to the news, claiming they were misled by Guerrilla and Sony, which in the run up to Killzone's release had claimed it would run at a native 1080p resolution.


Now, the studio has published a new blog post, titled "Regarding Killzone Shadow Fall and 1080p", explaining what, exactly, was going on with the game.


"In both SP and MP, Killzone Shadow Fall outputs a full, unscaled 1080p image at up to 60fps," producer Poria Torkan said.


"Native is often used to indicate images that are not scaled; it is native by that definition.


"In multiplayer mode, however, we use a technique called 'temporal reprojection', which combines pixels and motion vectors from multiple lower-resolution frames to reconstruct a full 1080p image. If native means that every part of the pipeline is 1080p then this technique is not native.


"Games often employ different resolutions in different parts of their rendering pipeline. Most games render particles and ambient occlusion at a lower resolution, while some games even do all lighting at a lower resolution. This is generally still called native 1080p. The technique used in Killzone Shadow Fall goes further and reconstructs half of the pixels from past frames.


"We recognise the community's degree of investment on this matter, and that the conventional terminology used before may be too vague to effectively convey what's going on under the hood. As such we will do our best to be more precise with our language in the future."

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引用:
原帖由 endrollex 于 2016-10-2 08:15 发表
就是1800P,如果像微软直接900P是要被喷的,SONY就想了一个主意名其名曰
是2个1080P,然后插上4K,这样减少了一半的运算量。

因为原生4K是1080P的4倍像素密度

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