对于《辐射4》游戏画面如he?不少玩家很是关注,下面为大家分享下《辐射4》画面系统图文解析,一起来了解下游戏画面究竟如何吧。
原文来自Bethesda官方博客。
The hardware we play games on continues to advance at a rapid pace with exciting new graphics features. Our Creation Engine has evolved to incorporate this new technology in order to empower the artists and designers at Bethesda Game Studios to create an immersive new world. The tech team here is closely aligned with the art team, and together we carefully selected each individual feature based on specific artistic and performance goals we wanted to achieve in creating this world.
这年头老爷们玩游戏用的硬件跟TM吃了春药一样越来越屌,画面越来越美得让人不敢看。我们的“伟光正”引擎也紧随时代步伐,响应党的号召不断进化,来供养我们工作室的美术家和设计师们,使他们为了中国梦做出更大的贡献。我们的技术团队与美术团队强强联手,对画面功能采取精挑细选,按需分配的战略方针,一手抓重点,一手搞建设,根据项目需求不断完善我们的画面技术,使其达到我们对艺术与性能的预期标准。
The first thing we did after Skyrim was to enhance the Creation Engine’s graphical core by adding a physically based deferred renderer. This new renderer allows us to add many more dynamic lights to every scene, and paint our surfaces with realistic materials. We want objects and characters in the world to feel tactile and grounded, and a big part of that is ensuring that these materials are distinct – that metal reflects light in a distinct manner from wood, for example.
在“天际”项目完工后,我们所做的第一件事,就是通过引入“物理性延迟渲染【1】”这一国际领先技术来强化“伟光正”引擎的图像核心。这种新的渲染技术使我们得以对每个场景加入更多动态光影,并且对材料进行更加逼真的涂漆。我们希望使游戏世界里的物品和角色给人以一种脚踏实地,栩栩如生的感觉,而其中很重要的一点便是确保将不同材料区分开来——比如说金属的反光效果肯定是不能和木材一样的,那样会使我们被人民唾弃。
As always, our world features fully dynamic time of day and weather. To create that volumetric light spilling across the scene (sometimes called “god rays”) we worked with our friends at NVIDIA, who’ve we worked with dating back to Morrowind’s cutting-edge water. The technique used here runs on the GPU and leverages hardware tessellation. It’s beautiful in motion, and it adds atmospheric depth to the irradiated air of the Wasteland. Like all the other features here, we’ve made it work great regardless of your platform.
在实现中国梦的过程中,我们始终保持初心,不忘启用全动态天气与昼夜时间功能。为了给场景添加“立体光影溢出【2】”(唯物主义和谐,无法显示翻译)效果,我们与英伟达的合作伙伴再次联手。我们最初的合作可以追溯到数年前“上古卷轴:晨风”这个国家重点投资项目的超前沿水影效果。我们此处展示的是在CPU上运行并利用了硬件曲面细分【3】的技术。它运做起来是那样美丽,不仅如此,它还为受到核污染的废土空气增添了一种氛围上的深度。正如其它的功能一样,我们令其做到了无论你在何种平台上都能够享受到我们的良心的程度。
When a rain storm rolls in, our new material system allows the surfaces of the world to get wet, and a new cloth simulation system makes cloth, hair, and vegetation blow in the wind.
当暴风雨来临时,我们全新的材质系统不但可以让游戏世界里物体的表面湿掉(看起来),还能通过布料模拟功能使得衣物、毛发以及各种植被在风中凌乱,如魔似幻。下面就是见证奇迹的时刻,睁大你的狗眼看好了。