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原文太长,我节选了一些重要的进行翻译。大家将会看到
1.看到虚幻5引擎的实际展示后,DF认为对次时代来说,分辨率不再重要
2.虚幻5引擎会使得分辨率不那么重要——为什么它运行在2K而不是4K上
3.DF对分辨率不重要的实例考察
这三点应该能大致概括起因以及来龙去脉
https://www.resetera.com/threads ... depth.204846/page-4
https://www.eurogamer.net/articl ... -tech-demo-analysis
https://www.eurogamer.net/articl ... ng-on-playstation-5
For next gen we are going to look to get away from Pixel counting and perhaps turning to a new metric, as resultion... Does not give the whole picture.
Probably something like where we compare the console Image to the prisitibe native Image on PC to say how close it gets, or a number to describe that, or a number to describe how noisy or aliased an Image is, something like that.
Alex Battaglia(DF编辑):到了次世代,我们将不会把注意力放在数像素上,同时也许我们将会转向某个新的衡量标准。至于分辨率...它不再为我们提供整个图景。
也许,比如说我们可以拿主机上的图像与PC上无损的、原生图像进行比较,比较主机上的图像能在多大程度上近似PC上的图像。或者用一个数字来刻画某个图像的噪点程度或者走样程度。
"I suppose the secret is that what Nanite aims to do is render effectively one triangle for pixel, so once you get down to that level of detail, the sort of ongoing changes in LOD are imperceptible," answers Nick Penwarden. "That's the idea of Render Everything Your Eye Sees," adds Tim Sweeney. "Render so much that if we rendered more you couldn't tell the difference, then as the amount of detail we're rendering changes, you shouldn't be able to perceive difference."
And that, in a nutshell, is the definition of a micro-polygon engine. The cost in terms of GPU resources is likely to be very high, but with next-gen, there's the horsepower to pull it off and the advantages are self-evident. Rendering one triangle per pixel essentially means that performance scales closely with resolution. "Interestingly, it does work very well with our dynamic resolution technique as well," adds Penwarden. "So, when GPU load gets high we can lower the screen resolution a bit and then we can adapt to that. In the demo we actually did use dynamic resolution, although it ends up rendering at about 1440p most of the time."
Richard Leadbetter(DF编辑):根据Nick Penwarden(EPIC引擎开发总监),Nanite的目标是以高效的方式为每一个像素渲染一个三角形。因此,虚幻5引擎是一个微多边形引擎。在这个意义上,按照每个像素点都有一个相对应的三角形这样的方式进行渲染,那么这直接就意味着性能与分辨率有着紧密的关系。(注:言下之意就是,如果这样的引擎以原生4K的方式进行运行,资源消耗是将会非常可怕,因为该引擎的原理是按一个像素一个三角形进行渲染。这里解释了为什么DEMO运行在2K分辨率下)
Meanwhile, the dynamic resolution with a modal 1440p pixel count has also drawn some negative reaction. We have access to 20 uncompressed grabs from the trailer: they defy traditional pixel counting techniques. When the overall presentation looks this good, this detailed, with solid temporal stability (ie, no flicker or shimmer frame to frame), resolution becomes less important - the continuation of a trend we've seen since the arrival of the mid-generation console refreshes. As we said almost two years ago now, next-gen shouldn't be about 'true 4K', the game has moved on and put it frankly - GPU resources are better spent elsewhere.
Alex Battaglia(DF编辑):与此同时,Demo运行在动态2K分辨率下这一状况也引来了一些负面反馈。我们从演示中截取了20张未压缩的截图:这些截图没有办法用传统的数像素办法进行分析。当整体画面看上去是这么好,细节这么丰富,有着如此的时间稳定性(帧与帧之间没有闪烁以及微扰),分辨率变得不那么重要了——实际上从上世代半代升级主机的出现,分辨率不重要的趋势就已经出现了。正如我们在2年前就已经表明的,次时代不应该是关于“真4K”。游戏界已经往前迈进了,我就坦白地讲吧,GPU资源最好用在别的地方。 |
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