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Rivet尾巴多边形数量曝光

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 楼主| 发表于 2021-6-13 04:49  ·  河北 | 显示全部楼层 |阅读模式
在新的Df采访里,Rivet那条尾巴的多边形数量有被提及,之前听错为502millions,实则为50万至100万。

PS:刚发现APP居然可以编辑帖子了
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发表于 2021-6-13 05:37  ·  美国 | 显示全部楼层
别逗 5亿?虚幻5全屏加一起才多少三角形
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发表于 2021-6-13 08:28  ·  上海 来自手机 | 显示全部楼层
不是,是拉远时五十万,拉进后一百万

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发表于 2021-6-13 09:26  ·  天津 | 显示全部楼层
不可能吧,你那个太夸张了
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发表于 2021-6-13 09:30  ·  四川 | 显示全部楼层
说出来你信吗?前排提醒,脑阔疼和奎爷也不过10万面
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发表于 2021-6-13 09:43  ·  上海 来自手机 | 显示全部楼层
3:50: caring less about data size due to built in hardware compression 5:00: the whole memory is used for each level and data is pulled in as/when needed. (Think the whole level blueprint is in memory, assets are pulled in only when required) 11:10: Still some performance left on the table for SSD 11:40: can the engine handle loading data in so quickly is a legit question. Lol 13:40: RT is using checkerboard technique 15:15: headroom from optimizing for 60fps made the 30fps mode even better (guess devs should shoot for 60 more lol) 17:25: there are some areas they could 120fps, headroom for optimizing GPU side for 120 fps available, CPU is diffi**. 19:50: development started with focus being a PS5 title 23:05: nefarious head was a huge pain to work RT on lol 24:40 Glass behind glass is a pain for devs using RT 28:00: cinematic uses same assets as game assets 29:10: hair strand system LOD fills in strand texture the closer the camera in, rivet tail if you zoom in 500 thousand to a million polygons.  40:00: a lot of the dialogues were prerecorded in the actors home

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 楼主| 发表于 2021-6-13 10:22  ·  河北 | 显示全部楼层
诺基亚8800 发表于 2021-06-13 09:43
3:50: caring less about data size due to built in hardware compression 5:00: the whole memory is used for each level and data is pulled in as/when needed. (Think the whole level blueprint is in memory, assets are pulled in only when required) 11:10: Still some performance left on the table for SSD 11:40: can the engine handle loading data in so quickly is a legit question. Lol 13:40: RT is using checkerboard technique 15:15: headroom from optimizing for 60fps made the 30fps mode even better (guess devs should shoot for 60 more lol) 17:25: there are some areas they could 120fps, headroom for optimizing GPU side for 120 fps available, CPU is diffi**. 19:50: development started with focus being a PS5 title 23:05: nefarious head was a huge pain to work RT on lol 24:40 Glass behind glass is a pain for devs using RT 28:00: cinematic uses same assets as game assets 29:10: hair strand system LOD fills in strand texture the closer the camera in, rivet tail if you zoom in 500 thousand to a million polygons.  40:00: a lot of the dialogues were prerecorded in the actors home


对,500 to a million,后来发现听错了,但手机编辑不了好尴尬
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发表于 2021-6-13 11:34  ·  上海 | 显示全部楼层
次世代人物多边形果然达到了100万。内部人员诚不欺我
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发表于 2021-6-13 11:50  ·  广东 来自手机 | 显示全部楼层
听说地平线2 5公主版主角是100w面,

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发表于 2021-6-13 12:46  ·  美国 | 显示全部楼层
五十万面也已经非常恐怖了 这两天玩感觉各种惊喜  ps5这代真的很棒
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