MH3 雜誌掃圖 - 任天堂

By Ula
at 2008-10-10T01:33
at 2008-10-10T01:33
Table of Contents
先補充一段影片:
http://www.famitsu.com/event/tgs/2008/1218827_1829.html
15分鐘和「海龍」對戰影片。
可以看出的確發揮了Wii的相對較高polygon rate(相對於PS2而言),
海龍的捲動和 motion真不錯。
補充MH系列歷史:近年作品招牌吉祥(?)物
MHP2 轟龍
MHFO 棘龍
MHP2G 迅龍
MH3 海龍
※ 引述《zetaikyosoku (絕對極速)》之銘言:
: 單純就影子跟性能的技術性問題作一點小回應
: 原則上,所謂的每秒多邊形運算能力
: 在這個世代的遊戲中已經不能再代表什麼了
: 比起多邊形顯示,能否支援強大的貼圖跟Shader才是重點
上面講的是DirectX 9以上的世代吧。例如PS3,XB360,PC。
至於Wii頂多是DX7 世代的硬體。而前身Gamecube好像連 shader都沒有,
目前看起來Wii的特效水準也差不多,很可能也沒有 shader。
: 像影子這種東西就不是用多邊形算出來的
所以Wii的影子生成還是PS2世代的方法。本世代那些技法不適用吧。
效能問題。
: 事實上,幾乎大部份的例子都證明了
: 懂得善用特效與貼圖,效果會比增加建模的多邊形來得重要
: 因此就算Wii的多邊形運算很強,對影子上是毫無幫助的
同上,Wii還是上世代的東西,影子技法還是前代的方法吧?
尤其前身Gamecube就是強調高polygon的。我記得NGC有個八光源,
每秒一千多萬polygons的美式遊戲,應該還有不少人會記得吧。
: 其次,若要作出真實的影子,那真正據影響力的是光源運算
: 而不是貼圖、更不會是多邊形運算
: 然而,光源運算正是最吃資源的一種運算
: 假如我是一個製作人,為了光源和影子
: 而犧牲了把地圖做大、人物做好看、怪獸做好看一點的資源
: 這種犧牲是非常不值得的
: 畢竟雖然是不同的範疇,但丟到了硬體裡,還不是用同一顆晶片運算
: 頻寬就是那麼大,再怎麼擅用,還是會用到盡的
: 當初NGC在設計硬體架構時,是針對特效優化而設計的
: 也就是在維持最大限度流暢的同時,能支援最大限度的特效
: 相信這個優勢也被繼承了到Wii上面
: 僅管這些所謂的特效,在現在如PS3或360這些機子前面
: 確實有點落後了..
: 不過靠美術功力去填補,或多或少都不會輸給現在的主流遊戲太多
說實話,若是DX7世代和DX9世代硬體都操到頂點,
畫面還是看得出相當大的分別的(XB360的GOW2,PS3的MGS4 等等)。
別忘了,還有高解析度的差異,Wii只支援到480P而已。
不過MH3在Wii上面也算表現得恰如其分,還是看得出畫面比PS2版來得優秀。
: 大致就是這樣吧,技術性的東西講太多也沒用
: 這也不是我們要考慮的東西
: 遊戲好玩用心去做,就買下去吧XD
--
http://www.famitsu.com/event/tgs/2008/1218827_1829.html
15分鐘和「海龍」對戰影片。
可以看出的確發揮了Wii的相對較高polygon rate(相對於PS2而言),
海龍的捲動和 motion真不錯。
補充MH系列歷史:近年作品招牌吉祥(?)物
MHP2 轟龍
MHFO 棘龍
MHP2G 迅龍
MH3 海龍
※ 引述《zetaikyosoku (絕對極速)》之銘言:
: 單純就影子跟性能的技術性問題作一點小回應
: 原則上,所謂的每秒多邊形運算能力
: 在這個世代的遊戲中已經不能再代表什麼了
: 比起多邊形顯示,能否支援強大的貼圖跟Shader才是重點
上面講的是DirectX 9以上的世代吧。例如PS3,XB360,PC。
至於Wii頂多是DX7 世代的硬體。而前身Gamecube好像連 shader都沒有,
目前看起來Wii的特效水準也差不多,很可能也沒有 shader。
: 像影子這種東西就不是用多邊形算出來的
所以Wii的影子生成還是PS2世代的方法。本世代那些技法不適用吧。
效能問題。
: 事實上,幾乎大部份的例子都證明了
: 懂得善用特效與貼圖,效果會比增加建模的多邊形來得重要
: 因此就算Wii的多邊形運算很強,對影子上是毫無幫助的
同上,Wii還是上世代的東西,影子技法還是前代的方法吧?
尤其前身Gamecube就是強調高polygon的。我記得NGC有個八光源,
每秒一千多萬polygons的美式遊戲,應該還有不少人會記得吧。
: 其次,若要作出真實的影子,那真正據影響力的是光源運算
: 而不是貼圖、更不會是多邊形運算
: 然而,光源運算正是最吃資源的一種運算
: 假如我是一個製作人,為了光源和影子
: 而犧牲了把地圖做大、人物做好看、怪獸做好看一點的資源
: 這種犧牲是非常不值得的
: 畢竟雖然是不同的範疇,但丟到了硬體裡,還不是用同一顆晶片運算
: 頻寬就是那麼大,再怎麼擅用,還是會用到盡的
: 當初NGC在設計硬體架構時,是針對特效優化而設計的
: 也就是在維持最大限度流暢的同時,能支援最大限度的特效
: 相信這個優勢也被繼承了到Wii上面
: 僅管這些所謂的特效,在現在如PS3或360這些機子前面
: 確實有點落後了..
: 不過靠美術功力去填補,或多或少都不會輸給現在的主流遊戲太多
說實話,若是DX7世代和DX9世代硬體都操到頂點,
畫面還是看得出相當大的分別的(XB360的GOW2,PS3的MGS4 等等)。
別忘了,還有高解析度的差異,Wii只支援到480P而已。
不過MH3在Wii上面也算表現得恰如其分,還是看得出畫面比PS2版來得優秀。
: 大致就是這樣吧,技術性的東西講太多也沒用
: 這也不是我們要考慮的東西
: 遊戲好玩用心去做,就買下去吧XD
--
Tags:
任天堂
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