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标题:B3D踢爆系列:上古卷轴4两版本惊人的差距。
时间:07-11-12 09:03
作者:zhangjingy

很久没有关注B3D那个帖子了,托某些人厚道提供的连接,进入后发现当初踢爆HALO3是640p的Quaz51又有新发言,内容大致是“and more surprising... Oblivion X360 is 1024x600p (1280x720p on PS3)”,说实话,有些意外,作为画面水平较高的跨平台游戏,这个差距是巨大的,不过回头想想,PS3版本是晚开发,很可能是完全独立开发制作,所以可以更好发挥平台的特点,胜出也在情理之中。

http://forum.beyond3d.com/showthread.php?t=43330&page=27





回复列表 (59)
#2 solopain 2007-11-12 09:05
印象中,ps3版和xo版唯一区别就是ps3版亮度高一些,尤其地下城的时候,两个版本尤为明显

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#3 谁家那个小那谁 2007-11-12 09:05
又独立开发 :企鹅捶地:

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#4 roundcloud 2007-11-12 09:06
PS3开发熟练时间:1年
XO开发熟练时间:2年。

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#5 liuyicheng 2007-11-12 09:08
很可能是完全独立开发制作???

哪个组负责的啊?说说看啊?

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#6 萝卜 2007-11-12 09:09
http://vgchartz.com/games/index. ... ;order=Last+Updated
Pos Game Console Publisher Hits Score Sales
1 Elder Scrolls IV: Oblivion X360 2k Games 5,178 8.00 2.17m
3 Elder Scrolls IV: Oblivion PS3 Take 2 3,371 7.25 0.45m



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#7 麦香鸡翅 2007-11-12 09:09
过了,楼主,过了

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#8 tdkgtm 2007-11-12 09:12
madden08 360 60fps
ps3 30fps
销量就不要比了...

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#9 6533186dc 2007-11-12 09:13
一个卖了2xxw
一个卖了4xw

我知道
2xxw的是神机3

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#10 zhangjingy 2007-11-12 09:13
原帖由 solopain 于 2007-11-12 09:05 发表
印象中,ps3版和xo版唯一区别就是ps3版亮度高一些,尤其地下城的时候,两个版本尤为明显


区别不止这些,GS当初有过对比文章,提出PS3版本在贴图材质、远景效果、读盘速度、桢数方面都有提高,当时GS编辑还说对比中PS3版本最明显强于XO的就是这个。

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#11 装机工 2007-11-12 09:18
LZ的意思是PS3除销量外其他全胜!?:猴子黑线:

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#12 西山一根柴 2007-11-12 09:22
天师又淫了不是,以后还会继续淫

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#13 suzachsu 2007-11-12 09:28
怎么现在还在提这个游戏?天湿不是早就将众RF战翻了么~天湿总是大胜而归的~恩

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#14 zafm0861 2007-11-12 09:35
晚了那么久还好意思说。

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#15 爱你一棒陲 2007-11-12 09:36
记得天湿还说过PS3版最高,貌似搞忘了还有个PC版。天天舔湿你说淫不淫?:猴子很无辜:

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#16 AZOE 2007-11-12 09:40
天师太高调了,不好的

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#17 AZOE 2007-11-12 09:40
天师最近做LU的BZ做得脑子发热不好使了么??找这些旧游戏来比:黄脸问号: :黄脸问号:

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#18 realclone 2007-11-12 09:44
天师又高潮了,强大的P3无论在游戏的数量还是质量方面都抽的三红机无地自容,更不用说那神样般的市场占有率以及软件消化率

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#19 泡泡嘴 2007-11-12 09:46
看到这个:
ICO is 512x224p... less than Tekken1 with 512x240p

早就觉得ICO解析度有问题,原来还不如ps1的tekken1,不过貌似ICO有2XAA。

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#20 s7912 2007-11-12 09:52
原帖由 zhangjingy 于 2007-11-12 09:03 发表
很久没有关注B3D那个帖子了,托某些人厚道提供的连接,进入后发现当初踢爆HALO3是640p的Quaz51又有新发言,内容大致是“and more surprising... Oblivion X360 is 1024x600p (1280x720p on PS3)”,说实话,有些意外 ...

http://www.tgfcer.com/club/thread-5923199-1-1.html
連動帖:企鹅抽筋蹬腿: :企鹅抽筋蹬腿: :企鹅抽筋蹬腿:

很久没有关注B3D那个帖子了,托某些人厚道提供的连接,进入后发现当初踢爆HALO3是640p的Quaz51又有新发言,内容大致是“VF5 PS3 is 1024x1024 native resolution for the 720p ouput (same than X360 version but without AA)”,说实话,有些意外,作为画面水平较高的跨平台游戏,这个差距是巨大的,不过回头想想,X360版本是晚开发,很可能是完全独立开发制作,所以可以更好发挥平台的特点,胜出也在情理之中。

http://forum.beyond3d.com/showthread.php?t=43330&page=27

[ 本帖最后由 s7912 于 2007-11-12 10:46 编辑 ]

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#21 GAYBL 2007-11-12 09:57
晚了一年推出的游戏再没有比之前的好,那可以说就是白做了/



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#22 dogsoldier 2007-11-12 09:58
这都什么年代的事情了啊
最近天师苦于没有题材,被COD4伤了心了

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#23 Kryo 2007-11-12 10:02
得,神机又赢了:企鹅被胖揍:

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#24 chovosky 2007-11-12 10:33
就这一个题材,天师要炒多少遍:D

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#25 爱你一棒陲 2007-11-12 10:36
总不能让舔屎天天看加勒比海盗吧?好歹人家还有两张从来没穿过版的神机游戏:企鹅捶地:

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#26 小水 2007-11-12 10:42
LZ在软饭的伤口上撒盐,不厚道:D

另,PS3的机能优势只会越来越明显,看微软如何圆自己的弥天大谎:企鹅得瑟: :企鹅得瑟:

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#27 s7912 2007-11-12 10:45
原帖由 小水 于 2007-11-12 10:42 发表
另,PS3的机能优势只会越来越明显,看微软如何圆自己的弥天大谎:企鹅得瑟: :企鹅得瑟:

XO的机能优势只会越来越明显,看SONY如何圆自己的弥天大谎:企鹅得瑟: :企鹅得瑟:

複製貼上超好用:企鹅抽筋蹬腿: :企鹅抽筋蹬腿: :企鹅抽筋蹬腿:

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#28 chovosky 2007-11-12 10:46
LZ在sf的伤口上撒盐,不厚道:D

另,xo的机能优势只会越来越明显,看sony如何圆自己的弥天大谎:企鹅捶地:

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#29 dachuizi 2007-11-12 10:46
天师: 您能找些新的论据么.翻老游戏有什么用啊,玩都玩到了,谁心里都明白.

水神: 每次你都说PS3越来越在机能上胜出.但从来没见你象天师那样引证你的论点!

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#30 zhangjingy 2007-11-12 10:47
上古卷轴4与COD4相互辉映,反SF永远的痛。

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#31 爱你一棒陲 2007-11-12 10:59
有天湿这种灌肠道具就不会疼了,真欢乐:企鹅抽筋蹬腿:

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#32 senna 2007-11-12 11:00
天师又一次淫了!!!:企鹅结冰:

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#33 小水 2007-11-12 11:09
原帖由 dachuizi 于 2007-11-12 10:46 发表
天师: 您能找些新的论据么.翻老游戏有什么用啊,玩都玩到了,谁心里都明白.

水神: 每次你都说PS3越来越在机能上胜出.但从来没见你象天师那样引证你的论点!

当你殚精竭虑的想让超频三红机完成自我超越,你就会离现实越来越远:D

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#34 amego 2007-11-12 11:11
原帖由 小水 于 2007-11-12 11:09 发表

当你殚精竭虑的想让超频三红机完成自我超越,你就会离现实越来越远:D

当你殚精竭虑的想让模拟地球神机完成自我超越,你就会离现实越来越远


ps:原来cp贴这么有意思,不错,BTW,天师终于在上古卷轴4上s了

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#35 狐狸娃 2007-11-12 11:12
火星了还再提

天师买PS3游戏不是为了玩呀?

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#36 sherho 2007-11-12 11:13
这游戏好像PS3出来时就比X360的更好吧,后来听说X360又有个什么补丁以及资料片,然后就再没人讨论了......天师居然还记得,感动ING:小脸你懂的:

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#37 小水 2007-11-12 11:27
原帖由 sherho 于 2007-11-12 11:13 发表
这游戏好像PS3出来时就比X360的更好吧,后来听说X360又有个什么补丁以及资料片,然后就再没人讨论了......天师居然还记得,感动ING:小脸你懂的:

恩,当初这游戏登陆XO的时候,众多软饭可是叫嚣说PS3作不出这效果,后来PS3版一个照面,就将这些人的嘴抽烂了,当初撒的谎全露馅了,到后来实在没的说,就编排KZ2没阴影,就这样还非得摆出一副液内的臭架子,实在是让广大玩家唏嘘不已:D

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#38 zhangjingy 2007-11-12 11:31
原帖由 小水 于 2007-11-12 11:27 发表

恩,当初这游戏登陆XO的时候,众多软饭可是叫嚣说PS3作不出这效果,后来PS3版一个照面,就将这些人的嘴抽烂了,当初撒的谎全露馅了,到后来实在没的说,就编排KZ2没阴影,就这样还非得摆出一副液内的臭架子,实在是让广大玩 ...


对对,还说什么少草,少树,现在想想逗死了。

ps:之所以提这个游戏,是因为最近上古卷轴4的年度游戏版刚发售,PS3版本里包括没有单独销售的资料片战栗孤岛,如果之前没有买上古卷轴4的玩家可以考虑这个完整版本,买了的也不用担心,本月20日会单独推出战栗孤岛的资料片。

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#39 小水 2007-11-12 11:38
原帖由 zhangjingy 于 2007-11-12 11:31 发表
对对,还说什么少草,少树,现在想想逗死了。

ps:之所以提这个游戏,是因为最近上古卷轴4的年度游戏版刚发售,PS3版本里包括没有单独销售的资料片战栗孤岛,如果之前没有买上古卷轴4的玩家可以考虑这个完整版 ...

少草,少树,没阴影,当初软饭闹的多欢,现在可是没人承认了:D

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#40 chovosky 2007-11-12 11:46
就这一个游戏天师要炒无数遍,反正天师肯定不买:企鹅抽筋蹬腿: :企鹅抽筋蹬腿:

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#41 chovosky 2007-11-12 11:46
原帖由 小水 于 2007-11-12 11:38 发表

少草,少树,没阴影,当初软饭闹的多欢,现在可是没人承认了:D


说的好像天师承认一样:企鹅捶地: :企鹅捶地: :企鹅捶地:



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#42 狂风007 2007-11-12 12:22
这360版的差得也太远了

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#43 terminator22482 2007-11-12 12:51
上古卷轴4....这已经是老游戏了现在才抬出来讲
天师还真是念旧阿,难为你了:D

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#44 狂风007 2007-11-12 12:51
原帖由 爱你一棒陲 于 2007-11-12 10:59 发表
有天湿这种灌肠道具就不会疼了,真欢乐:企鹅抽筋蹬腿:


你也就只感在这个软饭乐园蹦一下

看见你就知道中国某些人素质低到令人发指

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#45 狂风007 2007-11-12 12:52
原帖由 terminator22482 于 2007-11-12 12:51 发表
上古卷轴4....这已经是老游戏了现在才抬出来讲
天师还真是念旧阿,难为你了:D


要说台老游戏,软饭的兴趣最高

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#46 村上春樹 2007-11-12 13:02
XO : 1024*600+ 2 AA
PS3:1280*720

it's 2xAA (logic, 1024x600 framebuffer is a choice for use 2xAA without tiling like PGR3 and other...), they are no distinction outdoors/indoors, maybe dynamic AA


[ 本帖最后由 村上春樹 于 2007-11-12 13:03 编辑 ]

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#47 爱你一棒陲 2007-11-12 13:04
原帖由 狂风007 于 2007-11-12 12:51 发表


你也就只感在这个软饭乐园蹦一下

看见你就知道中国某些人素质低到令人发指
偶素质是不高啊,要不然怎么没看出PES08神机版LAG是“纯属谣言”呢,估计专业八级的人也看不出来,仅限四级不过关的人群看看:企鹅抽筋蹬腿:

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#48 RestlessDream 2007-11-12 13:14
360和PS3版用的同一个引擎Gamebryo,请教LZ怎么个“独立开发”法

http://www.emergent.net/index.ph ... es/clients-oblivion

Gamebryo: The Engine

The Elder Scrolls IV: Oblivion from Bethesda SoftworksThe Gamebryo engine is both powerful and flexible enough to suit the needs of any type of game – just look at the range of major games that use it: Sid Meier’s Pirates!, Civilization IV, Dark Age of Camelot, andThe Elder Scrolls IV: Oblivion to name a few. (Click here to see more.) Gamebryo runs on every major platform and is already in use for Xbox 360 and PLAYSTATION 3 titles. It boasts outstanding, reliable performance, and includes all the rendering, animation, and special effects features needed to create any game.

The Gamebryo run-time engine is a well-architected C++ API that includes multiple culling and sorting techniques reduce CPU usage by drawing only visible objects.

Rendering

Gamebryo’s robust rendering tools ensure that when developers pull together game assets, the result is totally polished. Here are a few of the features that make it happen:

* Completely customizable rendering pipeline features the ability to specify techniques and data on a per-object basis.
* Customizable pipeline is directly integrated with art tools – allowing artists to view results immediately.
* Pixel and vertex shaders are fully supported. Shaders can be written in assembly, Cg, or HLSL.
* Default rendering path that supports a wide range of texture effects such as
o dark maps
o decals
o projected lights and shadows
o bump maps
o spherical and cubic environment maps
* Animated textures for effects such as fog, fire, smoke and explosions
* Rendered textures that can be used for advanced effects such as television screens, dynamic shadows and mirrors.
* Support for multiple geometric primitives including lines, particles, triangles, triangle strips and a variety of screen-space primitives.
* Full range of simple rendering effects including transparency and fogging.
* Pixel & vertex shader examples to demonstrate effects like normal mapping, hardware vertex tweening, shader maps, toon shading and parallax mapping.
* High Dynamic Range (HDR) texture and buffer formats, along with other advanced texture formats. See video at right to see Gamebryo’s HDR texture and buffer formats in action.
* Full-screen pixel shader effects that are easily applied—blurring, light “blooming,” night vision, and edge detection. View the videos at right for examples.

Motion

Projected ShadowsGamebryo features full support for almost all animation methods and parameters produced from 3ds max and Maya, including

* hierarchical, spline-based interpolations
* translation and rotation keyframes using linear, Bezier and TCB interpolations
* quaternion-based rotations
* cycle control for clamping, looping and reversing sequences.

Gamebryo exporters support the spline-based animation compression system used by the Gamebryo animation system. Artists can control the level of animation compression for entire characters or on a per-bone basis to balance run-time memory usage and visual fidelity.
Other motion features include:

* A powerful animation sequence manager that makes it possible to share animation data among different characters in the game, use multiple independent animation sequences on a single character, and transition and layer the animations on the fly.
* Particle systems . Virtually any particle effect in 3ds max and Maya is supported, including animated emitters and deflectors, forces like gravity and drag, and mesh- or volume-based emitters.
* Skinned characters , in either hardware or software.
* Support for vertex morphing, light and material color animation, texture coordinate animation, and just about any other animatable value.

Run-time performance optimizations and features

* Batching of primitives. Expensive set-up time for primitives can be minimized by grouping together primitives that share the same rendering attributes (such as texture, lighting, etc.).
* Selective update. Non-moving scene elements don't require updating as frequently as those scene elements that move, lowering per-frame update time and increasing frame rate.
* Portal-based visibility. Portal systems trivially reject certain “rooms” from rendering from a particular vantage point.
* Level of detail, including LODs for skinned characters to reduce bone and vertex count.
* Aggressive memory management. Includes an override-able small object allocator to reduce fragmentation and memory usage.
* Animation compression.
* Multithread architecture. Includes task managers to support CPU-intensive tasks running in the background.
* Fast load times. Support for background loading allows smooth loading of files during gameplay with no apparent load times.

Platform-specific optimizations

Gamebryo has been carefully optimized for each platform and incorporates special features designed specifically to enhance the target platform development experience.

Wii

* Extensive rendering capabilities and integrations with key graphics tools, such as Max and Maya
* Scene Designer layout tool that allows drag and drop placement of objects, lights, and cameras
* An animation tool for mixing and matching animations and transitions
* Built-in libraries (collision detection, portal system and application framework)

Xbox 360

* VMX128 optimized matrix math routines.
* Multithreaded operations
* Memory management optimization
* Task manager framework for easily harnessing the power of the multiple processors on Xbox 360.
* Automatic generation of vertex and pixel shaders consistent with the Gamebryo multitexture pipeline.

PLAYSTATION 3

* Memory management optimization
* Cross-platform parallel task creation & issuing framework
* Automatic generation of vertex and pixel shaders
* In-console asset previews

PlayStation 2

* Geometry compression with fast VU1 decompression.
* VU1 hardware skinning.
* Support for 4-bit palettized textures to maximize VRAM usage.

Xbox

* Geometry compression.
* SSE optimized math routines.
* Pluggable memory framework for textures and vertex buffers.

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#49 村上春樹 2007-11-12 13:17
原帖由 爱你一棒陲 于 2007-11-12 13:04 发表
偶素质是不高啊,要不然怎么没看出PES08神机版LAG是“纯属谣言”呢,估计专业八级的人也看不出来,仅限四级不过关的人群看看:企鹅抽筋蹬腿:


說的也是。想想兩三周前狂風007嚷著「我明天就會入手pes 2008」,想要狂抽國外媒體造謠的口氣與行徑,我還
記憶猶新呢。這麼猖狂的自信,最後縮了。

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#50 6533186dc 2007-11-12 13:26
天师满塞

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