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anomaly
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加入日期: Feb 2003
文章: 406
引用:
作者walkingdog
剛才又玩了一下, 發現陰影問題是延遲造成的, 並非upscaling原因, 等數秒後就正常了,
不曉得為何會這樣, 目前upscaling只會影響畫面銳利度...


Quantum Break使用的Northlight Engine開啓Upscaling時在内部是使用顯示解析度 2/3 (x,y軸個別都2/3)的大小在運算, 但同步開啓 4x MSAA, 一個時間點產出4張稍微不同的圖. 輸出1:1比例時透過動態權重方式將4張 2/3解析度的圖片合成為一張全解析度圖. 此方法會比直接upscale 2/3大小的圖來得銳利許多, 但還是比不上1張 1:1圖加上MSAA的銳利度

Upscale手段在xbox one是强迫打開, 無法關, 主要是因爲游戲機沒有那麽高的運算能力, 但PC版本可以切換. 例如xbox輸出是 1920x1080, 内部是運算出4張 1280x720的圖, 然後合起來. PC上若是跑 4K 3840x2160, 内部則是用4張 2560x1440運算, 然後再合起來.

Remedy有説明, 如下
http://www.inquisitr.com/2911665/qu...pening-moments/
引用:
Quantum Break’s 1080p output is a temporal reconstruction from four previous 720p 4xMSAA frames. This approach gets us high pixel quality in combination with complex shading and effects, allowing us to achieve a cinematic look. However, varying sample counts between passes and temporal upscaling makes talking about resolution, as it is traditionally understood, complicated in the case of Quantum Break. Since the start of “Quantum Break’s” development, the most important thing for Remedy and Microsoft has been delivering a compelling gaming experience with superior artistic quality. This is what Remedy is renowned for. We’re confident that we have achieved this, and can’t wait to hear what fans think on April 5 when they play the game.


影子/照明部分可以參考Remedy在SIGGRAPH 2015的演講稿. 不過一般使用者可以不用知道
https://mediatech.aalto.fi/~ari/Pub...emedy_Notes.pdf
舊 2016-10-02, 01:57 AM #10
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