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[新闻] 1UP对《杀戮地带3》制作人的采访:新引擎效率比KZ2提高一倍,支持分屏合作模式

1UP: How much development time has gone into 3D? HH: I'm a little bit careful to... let me rephrase that... 3D is a great feature, but it's an option to the game. I don't want people who don't have 3D to have a suboptimal experience. That said, if you play it in 3D... you see some of the cuts scenes and sequences in 3D, they look outstanding. They really pull you into the action. You're more than ever submerged. But we don't want to alienate the core audience. The same with Move. These things are options. They're great options. I think they're here to stay. Just like we moved from mono sound to stereo sound. You wouldn't want to go back after awhile. But you don't force people to buy another transistor radio. When they're ready. We have to listen to the audience in that regard. 1UP: The game's running at 30 frames per second with and without 3D. Where's the power coming from for 3D? Were sacrifices made to maintain the frame rate? HH: You know, look at it for yourself. We found a lot of power after we completed Killzone 2. Just to give you an example on the graphics side: we pulled a level from Killzone 2 into the Killzone 3 engine and it ran at 50 percent. That's how much power we've been able to find. You can see it in split screen co-op. We had to do the double rendering anyway. I don't think there's that much that's suboptimal. Of course, there's some trickery you have to do. But at the end, what I think is much more core than the resolution or frame rate issue, because that isn't an issue with us, is the amount of tender love and care you put into things like the HUD -- things that are blatantly obvious if they're wrong, like if there's a crosshair that's just right in front of your face. That's what pulls you out of the experience. Or, if there's so much detail on the screen that you get overloaded. We blur stuff like that out. We make sure it's comfortable one the eyes and that it's intuitive.
1UP: Killzone 2's running at 50 percent capacity, now? Where did all that power come from? Is the PS3 so complicated that all that extra power was waiting to be found inside? HH: Sheer optimization. We have a very talented technology team. They just kept hammering away at it. They just found more space and unleashed more power, basically. 1UP: Are you sharing any of this juicy knowledge with other studios? HH: Sure, yeah. The tech directors in particular. They regularly talk and share concepts. People always think we share engines, and that's not so much the case, because we're making very different games. We're the team that makes the FPS. You can't just exchange an engine, but you can converse and exchange concepts. I think on that level, the biggest chunk of collaboration happens. 1UP: Have you done anything in Killzone 3 to attract people unfamiliar with the Killzone brand? HH: What we always do at Guerilla is look at the areas we didn't do so well and improve those. We try to find the greatest strengths and push them so hard that no one else can touch them. So we talk about the graphics and going way overboard with that. But on areas like accessibility, I think we had some difficulty spikes in [Killzone 2]. I think we're much more balanced on that. We had some issues with controls, if you remember. We tried to catch that and fix that after Killzone 2 was released. Controls work so much better now. There are no more issues with that. There's no lag. You press a button and you see the action on the screen in real-time. So across the board, we look at every issue that's mentioned in the reviews, in the user tests, and we take them all, we fix them. We try to broaden it by implementing features like Move. And Move implemented in the gun peripheral. I think that brings in an audience that isn't necessarily familiar with the DualShock. It might be a PC gamer that's not used to the two analog sticks. Sometimes it's more intuitive for people to have a Move-like control. We also have an easy mode that's got a full-cross hair lock -- very easy to play. But if you find that too easy you can just have camera lock. And if you want to show that you can excel without any of the locks, you switch all the locks off. So you can customize the game.  1UP: After three games, do you feel being a console exclusive has helped you or hindered you in any ways? HH: Um, I think that the more you can focus on what the product does in the box the better the experience. I hear that from a lot of developers. And we're putting such an emphasis on really getting the maximum out of the PlayStation 3 that it shows in the game. That goes for the graphics, but that also goes for the 3D capabilities, it goes for the Move, it goes for everything that we do. So we try to really leverage what the PlayStation, as a family of features, has got to offer. We try to optimize that.



1UP记者:你们在实现3D上花费了多少时间呢?
制作人:3D是一个非常好要素,但它也只是游戏的一个可选的要素。我并不希望给没有3D电视的玩家一个不完美的游戏体验。话这么说了,但如果你有3D电视的话,你可以享受3散装光盘有游戏场景和过场动画,那种效果非常出色,绝对给玩家身临其境的感觉。
1UP记者:不管是普通模式还是3D模式,游戏都能保持30FPS的帧速率。实现3D的机能是哪里来的呢?是否为了实现3D而做出了某些牺牲呢?
制作人:我们完成KZ2以后,又挖掘出了很多机能。就从画面方面给你举一个例子:我们把KZ2的一个关卡放到KZ3的引擎里运行,新引擎工作负荷只有50%。我真的挖掘出了这么多额外效能。
当你看过分屏合作模式就知道了。这个模式下我们要运行两倍的图像处理。这个模式运行起来没啥大问题。当然了,我们也是用了一些小窍门的。最终,对我们来说图像解析题和帧数率都不是问题了。反倒是HUD的设计等等东西需要我们更多的关注,因为这些东西很明显,设计不好就会影响玩家的体验。当然画面上加了太多的特效也不一定好,比如模糊效果之类的,用不好会让玩家觉得眼睛累,我们要保证我们的画面让玩家看起来很舒服。
1UP记者:KZ2现在只需要新引擎50%的效能就能运行了?这些机能究竟是哪里来的呢?难道PS3的硬件如此复杂,现在还有未发掘出的机能?
制作人:主要是通过大量的优化来获得额外的机能。我们的技术小组非常棒。他们一直致力于优化,然后就挖掘出了这么多额外的机能。
1UP记者:你们会和其他开发小组共享你们的这些开发成果吗?
制作人:当然会了。特别是个小组的技术指导们,他们经常联系,共享一些想法和概念。很多人认为我们内部小组之间会共享引擎。其实并不是这样,因为我们制作的游戏都非常的不同。我们是制作FPS的,我们不能简单地使用别的小组开发的引擎。但是我们之间经常互通交换想法和概念,这才是我们之间合作的最主要方式。


[ 本帖最后由 爱游戏 于 2010-12-15 10:52 编辑 ]


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