Gartall
کاربر سایت
پس تو هم !ببین موظب حرف زدنت باش!!!
شما می تونی یه سایت مثال بزنی که بګه این بازی از لحاظ بصری بهترین هست.
اینا را خوندی ؟
Atmosphere is one of the key components in making Alan Wake the game it is. There is no other game quite like it in that regard. Advanced lighting and shadowing and a masterful implementation of volumetric fog are essential elements in building the look and feel of Bright Falls
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Going into other more specific visual effects seen in the game, Remedy has done a great job with the motion blur, which combined with the steady frame-rate, produces a very smooth look and feel; the camera-based effect works beautifully: subtly effective but not overtly "noticeable".
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The Remedy engine's brilliant lighting is backed with comprehensive shadow support too, both pre-generated (i.e. "baked") and dynamic. Alan's flashlight and the game's flares are the showcases here, producing well-realised dynamic shadows. The quality of those shadows is a bit of a mixed bag. In outdoor environments, when the shadow is cast on the ground, they work well. Indoors, with shadow cast upon a wall, the low resolution, and the dithering of the penumbra is pretty self-evident. However, the sheer volume of shadows and the consistency of them throughout the game is a clearly impressive achievement.
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However, for all its state-of-the-art loveliness, you can't help but feel that for a release with this much cleverness invested in the technology, we should have seen more ingenuity in the gameplay itself.
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We have an engine here that deals with light and shadow in a way that looks different from just about every other game, yet pretty much the only mechanic available in dealing with the hostiles is in shining a light source (such as your torch) upon them, and then shooting them - or else making use of weaponry that utilises both light and damage elements at the same time, for example, the flare gun
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In closing, we shouldn't lose focus of the fact that Alan Wake is a unique experience on console, technologically ambitious and beautiful to behold
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Remedy's Markus Maki, posting on the official Alan Wake forums, has some interesting insight on where the team can go forward technically.
"The graphics side is pretty well optimised, but I think we can still push for more in the future especially on the CPU side but also on the GPU," Maki writes.
-----------------------------------
Going into other more specific visual effects seen in the game, Remedy has done a great job with the motion blur, which combined with the steady frame-rate, produces a very smooth look and feel; the camera-based effect works beautifully: subtly effective but not overtly "noticeable".
-----------------------------------
The Remedy engine's brilliant lighting is backed with comprehensive shadow support too, both pre-generated (i.e. "baked") and dynamic. Alan's flashlight and the game's flares are the showcases here, producing well-realised dynamic shadows. The quality of those shadows is a bit of a mixed bag. In outdoor environments, when the shadow is cast on the ground, they work well. Indoors, with shadow cast upon a wall, the low resolution, and the dithering of the penumbra is pretty self-evident. However, the sheer volume of shadows and the consistency of them throughout the game is a clearly impressive achievement.
----------------------------------
However, for all its state-of-the-art loveliness, you can't help but feel that for a release with this much cleverness invested in the technology, we should have seen more ingenuity in the gameplay itself.
-----------------------------------------
We have an engine here that deals with light and shadow in a way that looks different from just about every other game, yet pretty much the only mechanic available in dealing with the hostiles is in shining a light source (such as your torch) upon them, and then shooting them - or else making use of weaponry that utilises both light and damage elements at the same time, for example, the flare gun
----------------------------------------------------------------
In closing, we shouldn't lose focus of the fact that Alan Wake is a unique experience on console, technologically ambitious and beautiful to behold
--------------------------------------------------------------------------------
Remedy's Markus Maki, posting on the official Alan Wake forums, has some interesting insight on where the team can go forward technically.
"The graphics side is pretty well optimised, but I think we can still push for more in the future especially on the CPU side but also on the GPU," Maki writes.
اینا الان چه معنی میتونه بده ؟
Graphically, Alan Wake was an absolute impossibility on any home console in 2005
which still shows its open-world roots and is vast and detailed in unprecedented measure
I can already say that technically this game is maybe at the top of what I ever saw running on consoles this generation
I hit an area on Alan Wake that pushes the 360 graphically more than I have ever seen. ****ing impressive
A must have game for the Xbox 360, it raises the bar for maturity and story-telling ... a compelling action based game encapsulated in a horror driven genre and gilded by exceptional graphics, level and sound design."
which still shows its open-world roots and is vast and detailed in unprecedented measure
I can already say that technically this game is maybe at the top of what I ever saw running on consoles this generation
I hit an area on Alan Wake that pushes the 360 graphically more than I have ever seen. ****ing impressive
A must have game for the Xbox 360, it raises the bar for maturity and story-telling ... a compelling action based game encapsulated in a horror driven genre and gilded by exceptional graphics, level and sound design."
به سایتها یاداور میشم که از این به بعد به جای این همه تعریف و استفاده ماورای طبیعی از کلمات , یه کلمه بگن بهترین تا خیالشون راحت بشه !
بهترین را زمانی به کار میبرن که که کلا از هر لحاظ گرافیک بازی کامل باشه مثل انیمیشن و جزئیات صورت ها .
یعنی چی؟؟؟؟؟ 720p تقریبا دو برابر پیکسل رو پردازش می کنه!!! این می تونه بی تاثیر باشه.
رزولوشن خود بازی رو توی مقاله نوشته.رزولوشن 720p رو هم از ویکی پدیا برداشتم یه مقایسه کردم.
960x540=۵۱۸۴۰۰
1280×720=۹۲۱۶۰۰
پست قبل :
1 - فکر میکنی اگه فردا crysis در رزولیشن 720p اجرا بشه گرافیکش کمتر از half life 2 که در روزلیشن 1080p ( دوبرابر بیشتر ) اجرا میشه هست ؟ کدومش بهتره به نظرت ؟
2 -اگه فرادا یک دوبین حرفهای dslr با تفکیک 10 مگاپیکسل بهتر تصویر میگیره ؟ یا یک دوربین کامکت غیر خرفه ای که 15 مگاپیکسل تفکیک داره ؟ اگه همین کامپکته 10 مگاپیکسل بود میتونست تکنولوژی های dslr را داشته باشه ؟
اصلا شما بازی را انجام دادی ؟