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黑暗之魂的帧数是怎么回事?

前代獨佔,來自sony的專屬SPE強化引擎,跨平台後反而不如360版

這說明了什麼問題


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http://www.eurogamer.net/article ... dark-souls-face-off

DS遊戲引擎來自SCE PhyreEngine,支持deferred rendering以及多核心CPU Havok物理運算

PhyreEngine 就是以活用SPE,且無償開放第三方開發團隊使用當作賣點的。
一跨平台給360反而做得更好,感謝SONY為360遊戲開發付出心力。
引用:
Not only is this an unexpected moment of calm from a series that predicates itself on holding one's nerve, but it's also an immediate example of the advances made in the latest iteration of Sony's PhyreEngine since its use in Demon's Souls. Developed internally at its own R&D department and offered for free to studios licensed with Sony, the engine has been advertised as a multi-platform middleware solution that puts especial emphasis on deferred rendering through multi-core CPUs. Additionally, it has been promoted with bullet-points such as PhysX/Havok support, level streaming, and post-processing techniques such as glow and motion blur, almost all of which have been used in practical ways throughout Dark Souls.


[ 本帖最后由 村上春樹 于 2011-10-21 10:54 编辑 ]



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引用:
原帖由 片翼妖精 于 2011-10-21 10:50 发表
posted by wap, platform: Nokia (E71)

混淆黑白都到这份了?在别处评测都说神机版贴图要比三红精细,帧数还好些
A9流的評測就別拿上來與DF並列了。天師會看的DF已經指出PS3 帧数差,物理運算一吃緊就會出現1x FPS的狀況
360版在體積霧的繪製上則有一些問題,總體而言兩版本表現各有優劣。
引用:
Interestingly, destroying multiple crates or urns - a physics-based task which should favour the PS3's more powerful CPU - incurs frame-rate drops down to 25FPS, while, the 360 version typically gets away unscathed. During the boss fight demonstrated in the video below, however, destruction physics on the asylum columns have a dramatic impact on both consoles, with the PS3 version even nose-diving down to10FPS for a spell. On the flip-side, Microsoft's console appears to have its own specific issue with the volumetric fog used in the doorway barriers, which is unusual given that this should be handled by its more proficient GPU
[ 本帖最后由 村上春樹 于 2011-10-21 11:01 编辑 ]


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引用:
原帖由 zhangjingy 于 2011-10-21 12:47 发表


原来黑暗之魂是XO上最强啊,那可是被PS3最强完胜哦。
莫非台湾仔已经搞笑到认为恶魔之魂对SPU的活用水平达到KZ2级别了吗?:D
從Phyre Engine的文檔來看,SPU的使用程度很高的。
畫面做出來不好看,那就是美工與預算問題,沒有把消耗大量資源的運算用對地方輸出。

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引用:
原帖由 bigboss2510 于 2011-10-21 09:16 发表
这货能用到SPU?
评测说了这游戏的优化很怪
物理破坏方面帧数比360差点
图形比360强点
物理部分PS3會差距那麼大,可能說明了遊戲在使用SPU 做deferred rendering用太兇了,沒太多資源可供物理運算消費了。

在一套號稱完善利用SPU引擎的架構上投入了高密度運算,輸出成果是怎樣又是另外一個問題。

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