Gartall
کاربر سایت
عزیزم من هی دارم به زبان فارسی میگم ( کنار های دوربین بازی به قشنگی بلور میزنه )شما هی داری پیچش میدی ! حتما باید برات بگم camera motion blur ؟!تو این عکس فقط camera motion blur هستش همین اصلا در حالت عادی کاری به تکستچر ها نداره
روی سرباز هم per object هستش که باز هم کاری به تکستچر ها نداره
چه فرقی داره همین بلور باعث میشه شما در همون لحظه تکسچرها را نبینی ! از این شفافتر . حالا میخواد این تکنیک خوب باشه یا بد و ......
این عکسها هم فکر کنم جواب خیلی از سوالاتت را بده تا جایی که هیچ انجین قابل رقابت باهاش نیست .
شما فکر میکنی اصلا استفاده از بلور کار خیلی شاخیه ؟! به جز اینکه کار بازی ساز را راحتر بکنه برای بعضی مسائل !
هاها به جان خودم به جان خودت اصلا به جان جان کارمک
بابا این بازی تمام سیستم نورپردازیش و 90 درصد سیستم سایه پردازیش pre baked هستش و این یعنی اینکه
Real-time Dynamic Global Illumination
Dynamic Volumetric Light Beams & Light Shaft Effects
Screen Space Ambient Occlusion
ندارد و نخواهد داشت HDR هم نداره
تا الان هم per object motion blur و نه per pixel motion blur تو بازی دیده شده
در اخر من نمیگم که انجین بده اخه من میگم بعد از 6 سال من انتظارم از جان کارمک این نبود که از مواضع خودش (unified lighting system) که تو ID TECH 4 عرضه کرد کوتاه بیاد وبره به سمت pre calculated lighting and shadowing .من انتظار داشتم جای 4A ,GSG, crytek این ID بود که
به سمت real time GI بره و روش کار کنه.
اینم اطالاعات خلاصه این موتور تو زیر ببین بد بگو این تکنیک را داره یا نداره !
The development of id Tech 5 has centered predominantly on making the engine easier to use for developers. While the rendering quality of the engine will likely be best in class, demonstrations of id Tech 5 have so far focused more on the advantages to developers rather than players, which is directly opposite to past releases of id Tech, which focused more on players than developers.
The initial demonstration of the engine featured 20 GB of texture data (using a more advanced MegaTexture approach called Virtual Texturing,[5] which supports textures with resolutions up to 128000x128000 pixels), and a completely dynamic and changeable world. This technique allows the engine to automatically stream textures into memory as needed, meaning that the developer need not concern themselves with memory restraints or texture limits. This has the advantage of simplifying the creation of content, by eliminating the need to adapt content for different platforms. The engine automatically optimizes resources for cross-platform development, making it possible to render the same models on different platforms, while only creating them for one platform, further simplifying cross-platform development.[6]
One of the visually evident features the renderer will include is a penumbra in the shadowing (soft edges), by using shadow maps. In contrast, id Tech 4, which featured a different shadowing technique, had very sharply defined shadows. The engine will likely feature numerous other advanced graphical effects such as various materials for lighting, high dynamic range rendering-centric effects, bloom, crepuscular rays (volumetric lighting), soft particles, pixel shader effects, alpha to coverage, post processing, dynamic water surfaces, procedural animation, cloth simulation, depth of field, and motion blur. The engine will also support multi-threaded processing on the CPU for many of its tasks, including rendering, game logic, AI, physics, and sound processing.
The initial demonstration of the engine featured 20 GB of texture data (using a more advanced MegaTexture approach called Virtual Texturing,[5] which supports textures with resolutions up to 128000x128000 pixels), and a completely dynamic and changeable world. This technique allows the engine to automatically stream textures into memory as needed, meaning that the developer need not concern themselves with memory restraints or texture limits. This has the advantage of simplifying the creation of content, by eliminating the need to adapt content for different platforms. The engine automatically optimizes resources for cross-platform development, making it possible to render the same models on different platforms, while only creating them for one platform, further simplifying cross-platform development.[6]
One of the visually evident features the renderer will include is a penumbra in the shadowing (soft edges), by using shadow maps. In contrast, id Tech 4, which featured a different shadowing technique, had very sharply defined shadows. The engine will likely feature numerous other advanced graphical effects such as various materials for lighting, high dynamic range rendering-centric effects, bloom, crepuscular rays (volumetric lighting), soft particles, pixel shader effects, alpha to coverage, post processing, dynamic water surfaces, procedural animation, cloth simulation, depth of field, and motion blur. The engine will also support multi-threaded processing on the CPU for many of its tasks, including rendering, game logic, AI, physics, and sound processing.
اگر ندیدی بعضی اون خواسته هات را بگو اونها را درشترش کنم . به جان خودم به جان خودت اصلا به جان جان کارمک تا یدونه چیزی را نمیدونید و زحمت نمیکشید حداقل همه تریلرهای بازی را نگاه کنید اینجا اینهمه مطمئن حرف نزنید .
و به جان خودم به جان خودت بازی که 30 فریم باشه که ایشالا DOOM4 که اومد بعد اونوقت بگو این انجین در حد انتظار تو بوده یا نه چون خودشون میگن 3 برابر گرافیک بیشتر داره من میخوام بدونم کدوم انجین تا حالا این غلط را کرده و این توانایی را داره ؟! شما هر موتوری را در نظر بگیری تو 60 فریم و تو این فضا نصف همین افکتهای RAGE را هم روی کنسول نمیتونستند داشته باشند .
شما رسما کل سایت ها را مضحک قرار دادید .
به قول خودت game's 720p/2*AA with triple buffering & 60FPS پس ایولله بگو !
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