《輻射4》游戲畫面如何?小編發現真是有不少玩家覺得輻射4畫面太差,究竟為何呢?下面我們就一起來看看輻射4畫面系統圖文解析攻略吧,讓我們詳細了解下游戲畫面。
The hardware we play games on continues to advance at a rapid pace with exciting new graphics features. Our Creation Engine has evolved to incorporate this new technology in order to empower the artists and designers at Bethesda Game Studios to create an immersive new world. The tech team here is closely aligned with the art team, and together we carefully selected each individual feature based on specific artistic and performance goals we wanted to achieve in creating this world.
這年頭老爺們玩游戲用的硬件跟TM吃了春藥一樣越來越屌,畫面越來越美得讓人不敢看。我們的“偉光正”引擎也緊隨時代步伐,響應黨的號召不斷進化,來供養我們工作室的美術家和設計師們,使他們為了中國夢做出更大的貢獻。我們的技術團隊與美術團隊強強聯手,對畫面功能采取精挑細選,按需分配的戰略方針,一手抓重點,一手搞建設,根據項目需求不斷完善我們的畫面技術,使其達到我們對藝術與性能的預期標準。
The first thing we did after Skyrim was to enhance the Creation Engine’s graphical core by adding a physically based deferred renderer. This new renderer allows us to add many more dynamic lights to every scene, and paint our surfaces with realistic materials. We want objects and characters in the world to feel tactile and grounded, and a big part of that is ensuring that these materials are distinct – that metal reflects light in a distinct manner from wood, for example.
在“天際”項目完工后,我們所做的第一件事,就是通過引入“物理性延遲渲染【1】”這一國際領先技術來強化“偉光正”引擎的圖像核心。這種新的渲染技術使我們得以對每個場景加入更多動態光影,并且對材料進行更加逼真的涂漆。我們希望使游戲世界里的物品和角色給人以一種腳踏實地,栩栩如生的感覺,而其中很重要的一點便是確保將不同材料區分開來——比如說金屬的反光效果肯定是不能和木材一樣的,那樣會使我們被人民唾棄。
As always, our world features fully dynamic time of day and weather. To create that volumetric light spilling across the scene (sometimes called “god rays”) we worked with our friends at NVIDIA, who’ve we worked with dating back to Morrowind’s cutting-edge water. The technique used here runs on the GPU and leverages hardware tessellation. It’s beautiful in motion, and it adds atmospheric depth to the irradiated air of the Wasteland. Like all the other features here, we’ve made it work great regardless of your platform.
在實現中國夢的過程中,我們始終保持初心,不忘啟用全動態天氣與晝夜時間功能。為了給場景添加“立體光影溢出【2】”(唯物主義和諧,無法顯示翻譯)效果,我們與英偉達的合作伙伴再次聯手。我們最初的合作可以追溯到數年前“上古卷軸:晨風”這個國家重點投資項目的超前沿水影效果。我們此處展示的是在CPU上運行并利用了硬件曲面細分【3】的技術。它運做起來是那樣美麗,不僅如此,它還為受到核污染的廢土空氣增添了一種氛圍上的深度。正如其它的功能一樣,我們令其做到了無論你在何種平臺上都能夠享受到我們的良心的程度。
When a rain storm rolls in, our new material system allows the surfaces of the world to get wet, and a new cloth simulation system makes cloth, hair, and vegetation blow in the wind.
當暴風雨來臨時,我們全新的材質系統不但可以讓游戲世界里物體的表面濕掉(看起來),還能通過布料模擬功能使得衣物、毛發以及各種植被在風中凌亂,如魔似幻。下面就是見證奇跡的時刻,睜大你的狗眼看好了。
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