《古墓奇兵:崛起》是1080P - XBOX

By Frederic
at 2015-07-23T22:44
at 2015-07-23T22:44
Table of Contents
※ 引述《z2114422 (Hunting)》之銘言:
: ※ 引述《talan (這個好吃嗎)》之銘言:
: : https://twitter.com/BrianHortonArt/status/622621327451537408
: : 水晶動力的遊戲監督Brian Horton推薦一個有關《古墓奇兵:崛起》的技術分析影片
: : https://www.youtube.com/watch?v=vin4nKggsx4
: : 但同時澄清道他所分析的影片片段是Xbox One以1080p解析度運行的畫面才對。
: : ---
: : 不知道會消除爭議,還是引發更大爭議...
: http://www.neogaf.com/forum/showthread.php?t=1081408&highlight=tomb
: 幫補summary,除了1080P之外這遊戲還有更多值得期待的地方
: 1.動態天氣與時間
: 2.特定動物只會在特定時間出現,讓特定素材收集更困難
: 3.鬍子和鬃毛也用上了TressFX技術,更加飄逸
: 4.用了新的臉部動態模擬技術,比前代更生動
: 5.雪是會變形留下蹤跡的,而且不是只有腳踩到會變形,像跌倒手插到雪裡也會
: 蹤跡可以用來追蹤別人,但也可能被敵人或動物反追蹤
: 6.與前一代使用同樣引擎,但是有再針對XBOXONE修改
: 7.後製特效如動態模糊有進步
: 8.光源更準確
: 建議英聽夠好的可以直接看影片
: 以上每一點影片中都有demo片段佐證
: https://www.youtube.com/watch?v=vin4nKggsx4&app=desktop
: 完全針對X1開發的新古墓奇兵真的值得期待!
裡面影片還有提到一點
Blended animations smoother, Euphoria-like
動作與動作之間連接更加流暢,像Euphoria
這邊解釋一下
因為遊戲裡角色的動作是用動態捕捉或是用手工去拉出來的,
但無論如何,動作的都是一種一種製作出來的
例如走路的動作來說 假設人物有三種模式,慢走(A)、小跑步(B)、快跑(C)
那製作上 要分別製作出這三種動作,你可以製作出很細緻、很自然的這三種動作
但你會遇到動作與動作間連接與過渡的問題,
你要處理
1.慢走(A)轉換成小跑步B
2.A->C(快跑)
3.B->C
4.B->A
5.C->A
6.C->B
六種動作間的轉換
這還不是這麼單純而已
若慢走這動作的一個循環是1秒
玩家可能在這動作進行的任何期間轉換動作
有可能你一起腳就換動作,有可能你跨步出去才換動作,
這還只是走路而已,真正的情況會遠比這複雜
(所以以前人家說3D FTG是製作門檻最高的遊戲是其來有自的)
總之意思就是因為情況太多種 你不可能每種轉換都去拉出來
所以動作與動作之間的轉換要靠程式與引擎去輔助處理,
你動作混合處理得不好,三種動作就算做得再好,最終呈現也會大打折扣
大家應該都在遊戲中看過 動作A接到動作B 接得很突兀,
愈早期的遊戲愈容易看到這種問題,但就算是現今的遊戲也很難完全避免這個問題
所以動作混接一直是個問題
而Euphoria是一種動作引擎,其中一種功能就是能夠解決這種狀況
展示影片
https://youtu.be/fVnCC6Q4lpk
R星許多遊戲都有用Euphoria
古墓這種動作多樣又複雜的遊戲,使用類似技術,自然非常適合的。
--
: ※ 引述《talan (這個好吃嗎)》之銘言:
: : https://twitter.com/BrianHortonArt/status/622621327451537408
: : 水晶動力的遊戲監督Brian Horton推薦一個有關《古墓奇兵:崛起》的技術分析影片
: : https://www.youtube.com/watch?v=vin4nKggsx4
: : ---
: : 不知道會消除爭議,還是引發更大爭議...
: http://www.neogaf.com/forum/showthread.php?t=1081408&highlight=tomb
: 幫補summary,除了1080P之外這遊戲還有更多值得期待的地方
: 1.動態天氣與時間
: 2.特定動物只會在特定時間出現,讓特定素材收集更困難
: 3.鬍子和鬃毛也用上了TressFX技術,更加飄逸
: 4.用了新的臉部動態模擬技術,比前代更生動
: 5.雪是會變形留下蹤跡的,而且不是只有腳踩到會變形,像跌倒手插到雪裡也會
: 蹤跡可以用來追蹤別人,但也可能被敵人或動物反追蹤
: 6.與前一代使用同樣引擎,但是有再針對XBOXONE修改
: 7.後製特效如動態模糊有進步
: 8.光源更準確
: 建議英聽夠好的可以直接看影片
: 以上每一點影片中都有demo片段佐證
: https://www.youtube.com/watch?v=vin4nKggsx4&app=desktop
裡面影片還有提到一點
Blended animations smoother, Euphoria-like
動作與動作之間連接更加流暢,像Euphoria
這邊解釋一下
因為遊戲裡角色的動作是用動態捕捉或是用手工去拉出來的,
但無論如何,動作的都是一種一種製作出來的
例如走路的動作來說 假設人物有三種模式,慢走(A)、小跑步(B)、快跑(C)
那製作上 要分別製作出這三種動作,你可以製作出很細緻、很自然的這三種動作
但你會遇到動作與動作間連接與過渡的問題,
你要處理
1.慢走(A)轉換成小跑步B
2.A->C(快跑)
3.B->C
4.B->A
5.C->A
6.C->B
六種動作間的轉換
這還不是這麼單純而已
若慢走這動作的一個循環是1秒
玩家可能在這動作進行的任何期間轉換動作
有可能你一起腳就換動作,有可能你跨步出去才換動作,
這還只是走路而已,真正的情況會遠比這複雜
(所以以前人家說3D FTG是製作門檻最高的遊戲是其來有自的)
總之意思就是因為情況太多種 你不可能每種轉換都去拉出來
所以動作與動作之間的轉換要靠程式與引擎去輔助處理,
你動作混合處理得不好,三種動作就算做得再好,最終呈現也會大打折扣
大家應該都在遊戲中看過 動作A接到動作B 接得很突兀,
愈早期的遊戲愈容易看到這種問題,但就算是現今的遊戲也很難完全避免這個問題
所以動作混接一直是個問題
而Euphoria是一種動作引擎,其中一種功能就是能夠解決這種狀況
展示影片
https://youtu.be/fVnCC6Q4lpk
R星許多遊戲都有用Euphoria
古墓這種動作多樣又複雜的遊戲,使用類似技術,自然非常適合的。
--
Tags:
XBOX
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