تصاویر جدید و فوق العاده از Sega Rally Revo

rezaigi2004

کاربر سایت
کمپانی سگا اعلام کرد این بازی برای Xbox 360 and PS3 ماه سپتامبر به طور هم زمان ریلیز خواهد شد.

sega_rally_logo.jpg



46899_med.jpg

46898_med.jpg

46897_med.jpg

46896_med.jpg
 
آخرین ویرایش:
سلام
مثل این که این شر کت های بازی ساز رالی و این حرفا جدیدا گیر دادن به گرافیک و خیلی دارن روی این گزینه کار می کنن. از گرافیک منظره های دور و اطراف تو این بازی همه چیز خیلی عالیه.
یا علی مدد
 
man gameplay in bazio didam! doroste graphice fogholadeyi dare! amma az nazare gameplay aslan baram jaleb nabod! chon real nist ye bazie sor@ti hastesh va dar zemn car damage ham nadare! vali vaghan mahve graphicesh mishid makhsosan asphaltesh ;)
 
سگا اعلام کرده که این بازی در درجه اول برای Ps3طراحی و ساخته شده(این عکسا هم مربوط به ورژنps3 میشه)
و نسخهps3 از هر نظر برتری داره
و نسخه360 وpc کمی دیرتر عرضه میشه


مرسی
 
سلام
دسوتان عکسها رو گزشاتن فقط بگم که کدومشون ماله چه کنسولی هست تا یه مقایسه هم بشه بینشون کرد!!

X360 images



PS3 images




Environment images



Sega released these images of Sega Rally, from both the PS3 and X360 versions. The game uses a new technique, making it possible for the wheels to create patterns in the ground - which makes it harder for the cars behind to pick the right track to go in. More info inside, plus some images of this effect.

Quoting the press release:
As well as learning the race tracks to gain split-second advantages, players will start to see, hear and feel nuances in taking one racing line or another. For example, players might see a contour made by another car through some gravel, which if they follow will help them gain speed, whereas if they take a fresh route through the gravel it could potentially slow them down. It's these gameplay elements that give extra depth, is what players expect from a next-gen console and is something no game has done before.

HOW DOES IT WORK?
Most games use a 1 metre polygon grid to drive upon, but that was never going to work for the level of details aimed for in SEGA Rally. Because of this, the entire drivable surface of every track within SEGA Rally is modelled at the massively high detail of 6 centimetres for every single polygon - that's 17 times more detail and means that each tyre of each Rally car interacts with up to 12 polygons at any time. Importantly, the physics engine powering SEGA Rally also runs the detail at a high frame-rate, reacting to every bump in the highly detailed scenery. For every surface, there are a number of characteristics - in addition to the normal static and dynamic slip components SEGA Racing Studio has modelled wear rate and how ruts form for every polygon, how the friction changes as players dig down into the surface, and the profile of the debris which tyres leave as they churn each surface up. SEGA Racing Studio are even able to model the higher grip levels expected on tarmac as traffic lays down rubber - and that means real live racing lines forming that can and must be reacted to as in a real race.
 

کاربرانی که این گفتگو را مشاهده می‌کنند

تبلیغات متنی

Top
رمز عبور خود را فراموش کرده اید؟
اگر میخواهی عضوی از بازی سنتر باشی همین حالا ثبت نام کن
or