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[花边趣闻] [PS3] 战神3开发人员技术全面交底,应用了传说中的MLAA反锯齿

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 楼主| 发表于 2010-3-3 23:50  ·  广东 | 显示全部楼层 |阅读模式
http://forums.godofwar.com/t5/Go ... /td-p/30061/page/14
在GOW论坛中,开发人员透露了技术细节:

AA on the cpu is MLAA Morphological Antialising. We saved 5-6 miliseconds by moving it off the cpu's. Many props to our coder Cedric for making this happen and it looks way better!
在CPU上用AA技术是MLAA*,节省了大概5-6微秒的运算时间,效果看起来很好


For GoW3 we are not using screen space ambient occlusion. We are using a couple other versions of AO including baked for environments, AO texture maps and a pixel calculation that creates better shading on normal maps in indirect lit areas.
在战神3中我们并没有使用SSAO,我们选择使用AO技术来渲染环境,包括烘焙,AO材质贴图和像素运算等来呈现更好的shader效果

Number of dynamic lights - ALOT! that is one of the big features of our engine. We built it around being able to use up to 20 dynamic lights per game object. The light can be big or small, it doesn't matter. In the end, i believe we support up to 50 dynamic lights per game object. We are not using a differed lighting scheme. Our lead programmer Vassily came up with this amazing system during pre-production, us artists love it!!! We can place lights in Maya and have them update in realtime in the game on the PS3, its like being able to paint with lights. Lighting is fast and a very enjoyable artistic process.
大量的动态光源,这个是游戏引擎最重要的特性之一。我们可以在每个物体上使用20个光源,最终可能会支持到50个光源,这个并不是延迟渲染技术。我们的死程序员在开发中加入了这些特性,使美工可以在MAYA中就能使用实时光源来“画画”


Off the top of my head i don't remember exactly poly count numbers for the character. We use as many polys as it takes. My guess for Zues, Kratos and Hades is 25-30,000k triangles. Again, off the top of my head, texture sizes for these character is quite big. I think we are using 2048's for the lower, upper body and head. Each character gets a normal, diffuse, specular, gloss(power map), AO, and skin shader map. We also use can layer textures to create more tiling, and use environment maps were needed, etc.
奎托斯,宙斯,哈迪斯等角色身上大概有2.5~3万个三角形,材质也很大,大概使用了2048分辨率的材质贴图,normal, diffuse, specular, gloss(power map), AO, skin shader map样样齐全


*MLAA之前这里已有描述,该技术可以拥有比2xAA甚至4xAA更好的效果:
https://bbs.a9vg.com/viewthread.p ... amp;uid=&page=1.
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