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[其他] 自从IW核心成员走后,PS3版COD的优化就差了几个档次!

确实spu难以优化,唯一做的好的比较就是DICE。看LOT和DF评测战地3ps3版软阴影、延迟渲染光影、FP16、动态模糊、AA、粒子效果都要好于xo版。xo版很多特效较ps3版缺失。简直是低特效和中特效差距,xo版比较好就是材质载入快点和撕裂稍低,但平均帧数低于ps3。spu利用好做特效还是可以的。


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DF原话:
However here the flashlights seem to cause some issues for the 360, while the PS3 is much closer in look to the 'reference' PC version."
闪光xo有问题、ps3接近pc

"PlayStation 3 implements MLAA - a technology that actively seeks out jaggies and applies smoothing where appropriate. DICE hasn't confirmed what's being used on Xbox 360, but it certainly looks very much like NVIDIA's FXAA - an intelligent blur to all intents and purposes, that doesn't have the same edge-smoothing prowess as MLAA"
ps3MLAA好于xo,xoAA有点像FXAA,但是效果不如ps3的。

"Shadows look a touch more defined on the PlayStation 3, while appearing to look somewhat harsher on the Xbox 360. Ambient occlusion is implemented on both platforms, but the effect looks to be significantly "heavier" on the Xbox 360. "

阴影ps3好点。

"lashlights beamed into the player's face have some tremendous banding issues on the Xbox 360, giving a noticeably pixelised look that is absent on both the PC and PlayStation 3 versions of the game. "
挥光,估计镜头光晕,xo有问题,明显相较于pc和ps3缺失。

DICE's tile-based deferred shading set-up is one of the centrepieces of the game's visual look, and in almost all cases it's extremely difficult to tell the difference between the two consoles. However here the flashlights seem to cause some issues for the 360, while the PS3 is much closer in look to the 'reference' PC version


"In previous DICE titles, we've seen the Xbox 360 outperform the PlayStation 3 versions: not to any degree that would impact a purchasing decision, but certainly in a noticeable manner. However, it's clear from the developer's GDC and SIGGRAPH presentations that embracing the many-core architecture of the consoles and mastering the PS3's Cell SPUs in particular has been a priority for the Frostbite 2 tech team and with the new engine we see a much stronger approach in utilising the Sony platform's satellite processors for graphics-intensive work. "

where we see that some scenes operate with an advantage on Xbox 360, while others clearly perform better on the PlayStation 3- as good a sign as any that DICE has aggressively optimised for the strengths of each platform.

还有xofp10的问题,提到xo好点ao,但是要图放一起才有点差别,而且都不是很确定的。

LOT还有玩家投票



在综合LOT动态模糊和粒子效果,xo这次可以说特效完败,连AA也完败。

跨平台看开发商用心程度,xo和pc接近好开发,占点优势。都到主机末期了还在这里狂喷ps3跨平台,也太那啥,今年不少ps3跨平台大作也好于xo,如黑色洛城、传送门、brink。

[ 本帖最后由 hexie 于 2011-11-9 18:23 编辑 ]



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