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[新闻] 跨平台也有如此好的抗锯齿效果!星战:原力释放2 AA技术:DLAA

xbox360/ps3均采用DLAA(directional anti-alias system)抗锯齿技术,效果与MLAA相当,对比如下(点击大图):



















开发商同时谈到了MLAA的缺陷,他说:

MSAA gives great results but is highly expensive on consoles and doesn't work well with deferred techniques. On the other hand, one can argue that MLAA gives better results on still images which I would agree with, but the difference is in details.

1、"MLAA has only been shipped on PlayStation 3 at the moment and some advanced implementations take about 4ms on 5 SPUs. There are some attempts to implement it on Xbox 360 but they start at 3.75ms and up.
2、"MLAA has serious stability issues which results in popping pixels and other temporal artifacts. Configuration of the edges changes in time with changing local conditions, for instance, when the edge passes across some noisy background.
3、"To improve temporal stability some use additional data like depth or normal maps. But that approach has other issues, mostly with different kind of lighting when the light "wraps around" the object and creates anti-aliasing effect of its own. In this case depth information assisted MLAA creates extra aliasing when there is no visible aliasing present. In TFUII this is very common situation as well as in the demo level.

简单看了下,大概意思(可能不准确)
1、MLAA只能在ps3上使用,DLAA通用。
2、MLAA存在稳定性问题,可能出现扎眼的地方或者人为痕迹,特别是在边缘交织在有noise的背景中。
3、提高MLAA稳定性的办法要采用一些附加的深度图或者法线图,但又会带来另外的问题,比如多个不同光照的场景,光照对物体的包围效果采取MLAA可能造成额外的锯齿,比如星战:原力释放2的demo中这种场景比比皆是。而DLAA没有这些问题。

他同时说:
"Thus when any comparion is made, we should keep in mind the following numbers. Typical execution times of DLAA in our current implementation are:

"Xbox 360: 2.2 +/- 0.2ms @ 1280x720
"PlayStation3 (5 SPUs): 1.6 +/- 0.3ms @ 1280x720"

DLAA用于跨平台游戏相当有前景,执行效率目前是:

"Xbox 360: 2.2 +/- 0.2ms @ 1280x720
"PlayStation3 (采用5个SPU同时运算): 1.6 +/- 0.3ms @ 1280x720"

两版本实机画面效果:













ps:开发商提到demo中ps3版本主角额头皱纹消失和光剑变粗仅仅是一个bug.

[ 本帖最后由 爱游戏 于 2010-10-22 12:07 编辑 ]


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居然没人感兴趣



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不,我反倒认为MlAA静态绝对是一流的,动态有点恼火。


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引用:
原帖由 昵称无效 于 2010-10-22 12:15 发表
糊成这鸟样的aa也值得说好?
任何做过AA的图象都比no AA的要糊,无论msaa还是其他。

[ 本帖最后由 爱游戏 于 2010-10-22 13:31 编辑 ]

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原帖由 zhangjingy 于 2010-10-22 12:19 发表
DLAA这技术在PC和XO上是用GPU,在PS3上用CPU实现的,开发者说得对,MLAA只能在PS3上用。DLAA目前看在PS3上是效果更好、效率更高,期待跨平台抗锯齿技术都应用上DLAA。
另外这游戏的动态模糊效果,PS3是用SPU做的,效 ...
这贴是讨论AA,你扯动态模糊、什么高一档次不是来砸场子么。再说了我就知道有你等极端人士存在,连那些敏感的原文都没有转出来,你真觉得tg就你懂英文人家不知道看原文么?没有放桢率、裂屏、材质对比很照顾情绪了,你还要主动跳出来挑衅。

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原帖由 zhangjingy 于 2010-10-22 13:27 发表
哪个写轮眼看到材质对比了?
光剑和人面部贴图在你发的原文里都说了是bug,PS3和XO各一个很公平。
你真的看的懂英文么?那叫ps3和x0各一个呀?
"Unfortunately, there are two bugs ("features" that made it through: Lightsabers are a little fatter on the PS3 which some people happen to like more, and there is no tension map on the character's face in cut-scenes on the PS3. This is not because of any technical problem or hardware constraint of the PlayStation 3. Just a bug.

另外
"Artwork is essentially identical cross-platform, but there is the odd example of textures being pared back on PS3, though rare examples like this are unlikely to have much impact on the gameplay experience."
是什么意思?

其他我就不说了,很恶心这楼又歪得老远八远最后又会变成船长大对决。

[ 本帖最后由 爱游戏 于 2010-10-22 13:38 编辑 ]

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原帖由 lili2k2 于 2010-10-22 16:50 发表
kz2那近看马赛克糊的材质。。。比halo3那种不咋样画面的材质都渣太多了,天师你知道啥叫材质么?叫你拿枪开镜对着油桶罐子截个图放上来比比看吧。肉眼都明显看到小方块马赛克的游戏,我印象最深就俩,一个ps2移植xo的 ...
和他扯抵抗干啥,直接不理他就是了,再扯几句大杀器船长2又要来了.

[ 本帖最后由 爱游戏 于 2010-10-22 18:13 编辑 ]

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xo版的已经偷跑了.
转几张a9斑主实机游戏的截图.




















[ 本帖最后由 爱游戏 于 2010-10-22 18:48 编辑 ]

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鼓吹者从来宣传的是因为性能太强劲了,所以才做的起MLAA,你这图不给力呀..

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极端sB享受的是那种人无我有的优越感,至于其他问题他们并不关心

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在别人有了之后,优越感丧失,只有yy出"虽然你有,但是我的还是比你的高*个档次"来继续弥补心理的落差.

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