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本帖最后由 西门的战争 于 2014-10-10 15:57 编辑
http://www.eurogamer.net/article ... y-2014-vs-driveclub
英语还在学习阶段,就不全文翻译了
During this extended development period, Evolution Studios' original goal of 60fps racing gave way to a more realistic 30fps target, using the extra rendering time per frame to create state-of-the-art effects work worthy of the generational leap represented by the PlayStation hardware. The result is a game that is beautiful to behold, and considerably more impressive than the shaky builds of 2013.
在这个延长的开发期间,为了一个更真实的目标,ES的最初目标由60 fps让步到了30 fps,使用额外的渲染时间每帧创建配得上次世代的ps硬件的效果。结果是一个美丽的游戏,而不是不是2013年的摇摇欲坠的构建。
As expected, the experience is delivered in native 1080p with some impressive image quality gains courtesy of a complex anti-aliasing system that covers several bases. Evolution Studios uses a variety of anti-aliasing passes, including a post-process FXAA, temporal and pixel-based passes, along with further algorithms that work directly on materials themselves. Most edges appear clean and smooth giving the title a distinctly super-sampled appearance across many objects, although this level of quality doesn't quite extend across the entire scene.
As impressive as this sounds, unfortunately there are still some noticeable jaggies around the bodywork of the cars, on fences and some of the walls surrounding the track, where the post-process anti-aliasing algorithm appears to miss quite a few edges at certain angles. However, beyond these artefacts the results are generally excellent and a cut above most PS4 and Xbox One releases.
就如预期般的,游戏拥有原生1080p令人印象深刻的画面,这得益于涵盖了几种基本的复杂的反锯齿系统。Evolution studio 使用了大量的反锯齿手段,包括 fxaa temporal and pixel based passes。进一步让算法直接作用于材质本身。大部分的边角干净平滑,使很多物体都得到了一个明显的超采样的外观。虽然这种级别的画质并非延伸到整个场景。
同时一样令人印象深刻的是,画面仍然有些被注意到的锯齿在车体上,赛道旁的栅栏和墙上,。。。。。。不管怎样,这个作品足够优秀,且比ps4 和x1很多作品都要更胜一筹。
以下机翻加人肉粗改,看个大意吧。
The opening pre-race sequences demonstrate this perfectly with the camera panning across locations that are large in scale and intense in detail. Mountains and valleys are filled with trees, while buildings, walls, fences, and other man-man structures are seen scattered across the landscape far into the distance. The rocky hillsides and off-road terrain display cracks and bulges that can be seen from the sky and only get more intricate as the camera moves down to the ground level. The complexity here continues once racing begins, where it's possible to appreciate the high quality models and textures on offer, along with additional effects such as leaves, dust, and confetti that sporadically litter the track while driving.
While foliage and shadow pop-in are still visible, transitions between detail levels now appear much smoother than in previous builds and LOD streaming isn't too pronounced. The disappointing factors here come in the form of a low level of anisotropic filtering, which results in ground textures appearing blurry from a few metres away, and a massive reduction in environment detail visible in the rear view mirror when driving via the ***pit view - spectators, trees and geometry details are all ruthlessly culled, although these have no impact on the mirror's practical use.
The cars are also lavished with the same level of attention as the scenery: everything from the brake lights and tires to the internal ***pit is intricately rendered, with various surfaces - such as plastics, rubber and metallic paint - all accurately simulated. Small touches, such as dents and scratches on the bodywork slowly appear throughout the race, while dirt and other cosmetic blemishes creep in as you speed over muddy terrain and dusty rural roads. The damage model initially appears fairly unimpressive, mainly because it's not possible to completely total the cars, although the effect is actually complex from a technical standpoint. Damage is procedural, with the speed, force and angle of the impact shaping bodywork deformation. Panels are bent, dented and raised, while windscreens crack upon impact - but things stop short of car debris breaking off and spilling into the track.
游戏开场的展示证实了这种美妙,镜头扫过的地方:山脉和山谷充满了树木,建筑,墙、栅栏等人造建筑物分散在到很远的地方。岩石山坡上和越野地形显示裂缝和隆起,可以看到从天空,只有更复杂的镜头移动到地面。一旦比赛开始,可以欣赏到高质量的模型和纹理,加上额外的影响如树叶,灰尘、垃圾和纸屑,零星开车时的轨道。
当然树叶和影子突然出现仍然可见,细节的等级现在出现的比之前的开场预览更平滑,细节层次的流失不会太明显。令人失望的地方在这里:来的低水平的各向异性过滤,导致地面纹理模糊的出现在几米之外,和后视镜的大规模减少环境可见细节使得——观众,树木和几何细节都无情地扑杀,虽然这些对后视镜的实际使用没有影响。
车体也挥霍着跟前面的场景一样等级的细节:从刹车灯和轮胎内部驾驶舱杂乱,各种表面,如塑料,橡胶和金属涂料——所有的都准确模拟。小碰撞,凹陷和划痕等在车体上慢慢出现在整个比赛中,而灰尘和其他装饰的污点会在你奔驰在泥泞的地形和尘土飞扬的乡村公路上时悄悄沾到车上。车损模式最初看起来不那么出众,主要因为你不可能在游戏里打造一辆完整的汽车,虽然效果实际上是复杂的从技术的角度来看。------破坏过程,速度,力量和角度的影响车体变形。板弯曲,影响和提高,同时后挡风玻璃裂纹的影响,但事情停止的汽车残骸中断并蔓延至跑道上。
Jostling for position around one of DriveClub's many courses, cars handle differently when driving across gritty roads or smooth tarmac. Changes in suspension, drift and grip are all affected by the conditions of the ground and this is clearly felt when cutting across a gravel bank before rejoining the main road once again. While the handling sits on the more arcade side of things it's great to see so much detail put into how the cars behave under various conditions, with physics, speed and collision impact all nicely simulated. This adds a layer of depth to the racing that becomes more apparent over time as you learn the ins and outs of different cars across a variety of tracks.
Controller response feels zippy and consistent throughout, carefully avoiding the heavy feel present on some 30fps racing games. Indeed, performance is rock solid with DriveClub delivering a locked 30fps with no frame drops or frame-time anomalies whatsoever - a huge upgrade from the variable frame-rates seen in the work-in-progress 2013 builds. Instead, differences in handling come down to the properties of individual cars, with some feeling weightier to drive than others. The use of camera and object blur also helps to keep panning movements smooth, which is usually an area where 30fps titles tend to feel lacklustre. The effect works in tandem with depth of field, adding an extra layer of intensity when racing, simulating the distress felt by the driver during hard hitting collisions, or the sensation of speed when flying past locations at over 150mp
为了车位去冲撞,是遍布在DriveClub许多赛道的一点,汽车以不同的处理方式的穿越多沙粒的路面或者平滑的柏油马。改变悬架,漂移和抓地都是受到地面的条件影响,而且这些在径直穿过碎石沙砾区和回到主路之前可以再次感受到。而处理位于商场方面真高兴见到这么多细节放在汽车的行为方式在不同的条件下,用物理,能很好地模拟速度和碰撞的影响。这增加了一层深度的比赛变得更加明显随着时间的推移你学习的来龙去脉跨各种不同的汽车。
控制器回馈感觉敏捷和一致,小心地避免沉重的感觉出现在一些30 fps赛车游戏中。实际上,驾驶俱乐部的锁定了30fps的表现坚如磐石,完全没有掉帧和帧率异常,——相比2013年的版本在帧率上是一个巨大的升级。相反,处理的差异归结为个人汽车的性能,与一些沉重的感觉比别人开车。使用相机和对象模糊也有助于保持平移运动平滑,通常一个领域30 fps标题往往会感到乏力。效果与景深相配合,增加一个额外的层强度赛车时,模拟司机在艰难的痛苦感到冲击碰撞,或速度飞行时的感觉过去的位置超过150 mp
Elements such as lighting, shadows, and the way materials behave under certain conditions continuously change to form a level of realism simply not possible on the last generation of consoles. Shadows slowly creep across the landscape and change shape as the sun's position moves across the sky, meanwhile in remote rural locations where there are no street lights, the only form of illumination on the environments comes from the car headlights, dramatically changing the look and feel of racing at night compared to in the evening or in broad daylight. Real-time reflections are also generously deployed across shiny surfaces of the cars and parts of the environments where lights and geometry are all reflected.
Having the entire rendering engine built around dynamic, real-time effects also allows for the player to customise their own driving experience: the day/night cycle can be sped up or slowed down, while the weather conditions can be changed - the default options allow for sunny, cloudy, overcast, and stormy conditions, but a post-launch patch will integrate snow and rain into the mix, along with the ability to experience all of these elements during a single event. Atmospherics also help to shape the look and feel of the key locations in DriveClub. Simulated particles in the upper atmosphere lead to chromatic aberrations appearing on the edges of lens flare, meanwhile clouds, mist, and smoke are all volumetric, and are affected by an underlying wind simulation causing these elements to move across the environment. Clouds in the air and plumes of smoke created by heated tyres sliding across tarmac are coloured by the surrounding light sources and appear to have a decent degree of depth.
如照明、阴影和路面材质等元素在写实***等级下的简单的不确定的条件下持续改变,对上一代主机是不可能的。阴影随着太阳的在天空的位置移动慢慢蔓延在地地面上,与此同时,在偏远农村地区,那里没有路灯,只有形式的照明环境来自于汽车头灯,晚上大大改变赛车的外观和感觉比在晚上或在光天化日之下。实时反射也慷慨地部署在闪亮的汽车和零部件的表面环境中,灯光和几何体都被反射。
整个渲染引擎建立在动态下、实时效果还允许玩家定制自己的驾驶体验:白天/黑夜周期可以加快或减慢车速,而天气可以改变——默认选项允许阳光,阴天,多云,和暴风雨的条件,但一块发射后将整合雨雪混合,一起经历所有这些元素的能力在一个单一事件。气氛也有助于形状的外观和感觉DriveClub的关键位置。模拟粒子在高层大气中导致色差出现在镜头光晕的边缘,与此同时,云、雾、烟都是体积,影响潜在的风力模拟造成这些元素将整个环境。云在空中,浓烟由加热轮胎滑动在停机坪上被周围的光源和彩色似乎相当程度的深度。
At the heart of Evolution Studios' push for graphical authenticity is the use of physically correct materials across all surfaces in the game, which react differently according to various lighting conditions or effects. This means that rocks display a different type of sheen to tarmac, plants, or plastics in wet conditions, while the textured surfaces of carbon fibre and rubber appear to diffuse light more strongly than smooth surfaces.
Elsewhere, environments take on a distinctly different appearance as the sun moves across the sky and the surrounding lighting conditions change. The rocks in the Chilean desert locations take on an arid dryness in the late-afternoon sun, while the ice packs spread across the Norwegian landscape, losing their midday sheen as indirect light comes into contact with the surface. This gives way to some almost photorealistic scenes where trackside details pop with clarity and crispness, although under certain conditions rocks and other dry scenery can appear a little rubbery.
The impressive material properties also extend to the cars, both inside the ***pit and on the outer bodywork: scratches react differently to light than the shiny paintwork, while rubber, plastics, glass, metal and paint layers are all accurately simulated according to how light is reflected. Headlights also simulate how light from both the bulb and environment is scattered and refracted through the plastics, and this is joined by screen-space reflections used on the brake lights, wheels and on the road itself. Inside the ***pit, dirt build-up on the windscreen causes light to scatter across the surface, while in bright conditions the dashboard also reflects onto the glass. We also see the exterior of the car reflected on the internal carbon fibre panels too.
The wealth of advanced effects seems never-ending, but they all have an important part to play in creating a distinct sense of realism and authenticity to the world that would otherwise be very hard to match. Occasionally this level of accuracy leads to trackside imagery appearing a little flat and muted, closely resembling how similar conditions might look in real life, but it also infuses the game with plenty of stunning moments that really enhance the whole experience, from the snowy mountains of Norway to the lush valleys of India.
Of course, there are a few compromises made in some areas to accommodate the level of graphical quality on offer. Reflections across the cars and environments are rendered in low resolution, appearing pretty blocky up-close, while shadows render at different speeds according to their distance from the camera. Close-up shadows move across the scenery at 30fps, while from a few feet away we see things change every 170 frames or so. Presumably this allows the developers to free up more GPU time without having to sacrifice the level of effects rendered on screen, and although jarring when your eyes lock onto it, the effect is subtle enough to pass by unnoticed during gameplay.
es”推动图像的真实可靠性,是在整个游戏的中根据不同的灯光条件和特效使用正确的物理材质,。这意味着岩石会显示不同类型的光泽到潮湿的柏油马路上,植物或者塑料上,而碳纤维的表面纹理和橡胶似乎比光滑表面的漫射光更强烈。
在其他地方,环境呈现明显不同外观随着太阳在天空和周围的照明条件变化。岩石在智利沙漠地区干旱干燥在午后阳光,同时冰群分布在挪威的风景,当直接光照作用在表面的时候他们失去了正午的光泽。这给一些几乎逼真场景在铁路边的流行细节清晰和清新,虽然在一定条件下岩石和其他风景可以出现一个小橡胶干燥。
令人印象深刻的材料属性也扩展到汽车、驾驶舱内部和外部车身:划痕不同反应比闪亮闪亮的光,在橡胶、塑料、玻璃、金属和油漆层都准确地模拟根据光线是如何反映。车灯也模拟光的灯泡和环境如何通过塑料、散射和折射,这是加入了屏幕反射用于刹车灯,路上车轮和本身。在驾驶舱,污垢积聚在挡风玻璃上导致光散射在表面,而在仪表板上也反映了玻璃明亮的条件。我们也看到汽车的外观也反映在内部的碳纤维板。
大量的先进特效似乎是永无止境的,但他们都扮演着一个重要组成部分,在创建一个不同的世界意义上的现实***和真实性,否则很难匹配。偶尔这种级别的赛道图像精度导致出现一个***面和缄默,相似条件看起来多么相似在现实生活中,但它也为游戏注入大量的令人震惊的时刻,真正增强整体体验,从挪威雪山到印度的郁郁葱葱的山谷。
当然,在一些地区为了适应图形质量的等级也有一些妥协。反映在汽车和环境在低分辨率呈现,出现块状近距离,而阴影渲染速度根据他们的距离相机的距离也不同。特写镜头阴影跨越30 fps的风景,虽然从几英尺远的地方我们看事情改变每170帧左右。大概这允许开发人员腾出更多时间GPU无需牺牲的效果呈现在屏幕上,虽然刺耳的眼睛锁定时,这些影响是微小的足以在游戏中被忽视。
DriveClub - the Digital Foundry verdict DF的结论
There was a lot pressure on Evolution Studios to deliver a state-of-the-art flagship title that defined the PS4's next-generation credentials - a racing game that blurs the line between arcade and simulation while boasting the latest graphical features only possible on higher-end hardware. Despite some teething problems earlier in development, this is a feat that DriveClub manages to accomplish. Indeed, the game has benefitted from a remarkable makeover: from scrappy contender to visually polished technological showcase for PlayStation 4 hardware. The attention to detail and complex effects work is undeniably superb, while the handling model delivers an experience to suit both casual players and the more hardcore driving fans looking for something different from the likes of Gran Turismo or Forza Motorsport.
For all its rendering accomplishments, DriveClub is actually best viewed more as an evolution of an old-school arcade racing game, as opposed to a state-of-the-art simulation. In gameplay terms, the lack of open world exploration and use of fixed tracks may seem a little behind the times, but the use of carefully designed point-to-point routes and traditional tracks suit the social aspect of the game, which revolves around challenging other players while winning events to increase status for yourself and your club.
In that sense, DriveClub comes across as an updated take on the classic arcade racer, played out at a global level, with both competitive and collaborative gameplay at the very heart of the experience. The handling model makes the game easy to pick up and play, while the relentless AI on higher diffi***y settings keeps single-player races interesting as you constantly battle to stay in first place.
DF的结论
有很多压力促使ES去提供一个当前最先进水平的旗舰来阐述PS4是的下一代游戏主机的凭证——一个赛车游戏,使街机和拟真之间的界线变得模糊而拥有最新的图形特性只能在高端硬件。尽管有一些初期问题在开发中,这是一个壮举,DriveClub管理来完成。事实上,游戏已经受益于一个了不起的改造:从小打小闹的竞争者视觉抛光技术展示PlayStation 4硬件。注重细节和复杂的影响无疑是出色的工作,而处理模型提供了一种经验更适合休闲玩家和铁杆球迷开车寻找不同的东西在gt赛车或FM之间。
呈现的成就,DriveClub实际上是最好把更多的看作是一个老式的进化街机赛车游戏,而不是一个先进的模拟。在游戏方面,缺乏开放的世界的探索和使用固定轨迹似乎有点落伍了,但精心设计的使用点对点的道路和传统赛道适合游戏的社交方面,围绕挑战其他玩家而为自己赢得事件增加状态和你的俱乐部。
在这个意义上,DriveClub给人的印象是一个更新的经典街机赛车,在全球层面、竞争和协作游戏的核心体验。操作模式使游戏容易上手和游戏,而无情的AI在更高难度的设置使单人比赛有趣你不断地战斗在首位。
Of course, while the game is finally on retail shelves this week, development of DriveClub is an on-going process, and we are promised a range of features in the coming months via post-launch updates. The first of these adds dynamic weather to the game, adding another layer of uncertainty to driving conditions while no doubt showcasing even more of Evolution's tech - something we'll take a look at in the near future. Photo and replay modes are also on their way.
It's fair to say that we had more fun with the game than Mike did in the Eurogamer review, but there are areas where we agree that the game falls a little short: the penalties and driving restrictions can sap the fun out of the most intense moments, and perhaps there is a lack of soul and charisma at the heart of the game. But for us, the combination of the arcade-style handling and the often beautiful visuals delivers an experience well worth checking out.
当然,当游戏终于在本周开始零售,DriveClubde 的开发将会继续,我们承诺的特性通过未来几个月的更新。第一个添加的是动态天气比赛,这会增加一层不确定性的驾驶环境,而毫无疑问,展示更进化的科技,在不久的将来。照片和回放模式也在即将到来。
公平地说,我们有比迈克的eurogamer 评测中更多的游戏乐趣东西,但也有地方我们同意,游戏有不足:惩罚和驾驶限制会破坏最激烈时刻的乐趣,也许有一个缺乏灵魂和魅力的核心游戏。但对我们来说,走道风格的组合处理,往往美丽的视觉效果提供了一种经验值得一试。
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