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发表于 2021-12-14 13:57 · 江苏
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本帖最后由 stant7777 于 2021-12-14 14:16 编辑
The team had a CPU, Graphics and performance budget when making the Experience. For example, when the CG characters are on white, there is no background and so that “allowed me to use more Ray-traced area lights,” Pete recalls. “Whereas when we got into the car, we had to budget for the complex background, so I had to use less lights.” When the project first came together it only ran at 15 fps but as things were optimized the frame rate rapidly shot up. “But when we started everything was way over budget, we used a lot of 4K textures, a lot of geometry, Lumen, – which had a cost of its own, a new shadow maps technique for the sunlight – originally we were basically pushing the limits of everything.” The final experience however is indicative of what is possible for a game, running on a PS5 or XBox Series X/S there is still a lot of CPU headroom that would allow a game designer to run the normal mechanics of a game. The team did not want to build a demo that was unrealistic for what a new AAA game would be able to achieve.
看最后两句,无论在PS5或XSX上,CPU依然有大量余力做其他部分开发。只能说明XSX的架构确实不如PS5高效,导致理论上无比强悍的GPU发挥不出来。。。太可惜了。 |
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