孤岛危机Crysis全方位终极测试!![最详细的全方位测试](2)

时间:2016-06-20 来源:88130安卓下载 作者:佚名

孤岛危机Crysis全方位终极测试!![最详细的全方位测试](上篇) >>>

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Crysis并没有让大家失望,在DX10版本中,体积光照就是重要特效之一,Crysis的游戏场景中有大量森林地图,随风而动的树叶会改变光线的投射,当玩家经过树林时,附近的光照和投影都会起到相互干涉的作用,营造给出一个真实的氛围:


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Crytek官方视频介绍——体积光照


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可以注意到,当主角经过时,枪支会被透射的光线照耀到

    Lightbeams直译过来就是“束状的光线”,也许有人会说FarCry当中就存在这种束状的光线,但那种光线太假,光照强度一成不变,也不会留下恰当的阴影,显得没有任何生机,而且应用范围比较狭窄。

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FarCry中也有“光柱”,但比较死板


体积光照需要使用到DX10新引入的几何着色来渲染,通过监控模型的几何顶点运动、计算出模型的投影和光照/阴影范围,因此DX9C是无法实现的,只能构造出一些单一的点光源光柱。




纹理贴图大家都明白,就是往建好的3D模型上“贴”一些二维的画面,让人物显得更真实一些,比如常见的砖墙、凹凸不平的地面等,这些如果全部用三角形来实现的话,那么模型就会非常复杂,GPU将会不堪重负,但如果用“一张已经画好砖纹的纸”贴上去的话,那么渲染起来就会轻松好多。    但是这么做也有很大的缺点,贴图毕竟是2D的,如果在游戏中换个角度看的话,很容易就会发现墙面没有任何立体感,砖纹看上去非常假!为了让2D贴图看上去也有3D立体效果,就诞生了多种贴图技术,比如凹凸贴图、法线贴图、位移贴图、视察映射贴图等。
● 凹凸贴图
    凹凸贴图技术简单说起来是一种在3D场景中模拟粗糙表面的技术,将带有深度变化的凹凸材质贴图赋予3D物体,经过光线渲染处理后,这个物体的表面就会呈现出凹凸不平的感觉,而无需改变物体的几何结构或增加额外的点面。例如,把一张碎石的贴图赋予一个平面,经过处理后这个平面就会变成一片铺满碎石、高低不平的荒原。当然,使用凹凸贴图产生的凹凸效果其光影的方向角度是不会改变的,而且不可能产生物理上的起伏效果。



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凹凸贴图渲染出的墙壁,注意看边缘其实没有任何凹槽

    凹凸贴图在今天看来已经是老的不能再老的一种技术了,虽然能够获得凹凸的效果,但是凹凸的程度非常受限制,基本上只能做出一些简单的浮雕效果来。这种技术通常用在一些观察视角变化很小的情况上,例如地面,墙壁,远处的一些模型等等,如果角度稍微一大,你就会发现那些凹坑其实是根本不存在的。
● 法线贴图
法线贴图就是把一个表面的凹凸情况用每个点的法线向量记录下来,在贴图的时候根据法线贴图做光影的变换,从而实现凹凸效果。
    法线贴图比起凹凸贴图而言,能够实现的效果更好了,相对的就是运算量更大了,需要大量的纹理材质,每个象素的光照情况都需要计算这个点的法线向量和光照情况的夹角计算该点的亮度和颜色。为了节约GPU资源,ATI曾开发了3DC+纹理压缩技术,这对于法线贴图有莫大的帮助。

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法线贴图的渲染过程


当然,法线贴图技术同样不是完美的,它也有着自己的不足,凹凸贴图没有能够解决的切向效果问题肯定是仍然不能够得到解决。此外,就是法线贴图技术不能够解决解决更大的凹凸情况的效果。大家如果去观察的话,法线贴图效果能实现的通常是一些内凹或者外凸不是很严重的表面效果。





这儿还有我们以前公布的一些老图片,也是Crysis游戏截图和实景照片对比,图片更加清晰,可以点击放大:


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虚幻3引擎代表了目前DX9C游戏画面的最高境界,已被XBOX360游戏《战争机器》和PC游戏《生化奇兵》等所采用,其惊人的画面效果让人惊讶不已!    不过随着DX10的来临,虚幻3引擎遭受到强力挑战,CryEngine2引擎的画面让人耳目一新,更加接近于CG级别!


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现在有人特别搜集了虚幻3引擎和CryEngine2对于相似场景渲染的截图,下面我们就通过高清图片来看看新老两代引擎到底差别有多大?


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左CryEngine2,右虚幻3(1400×800分辨率,点击放大对比)





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左虚幻3,右CryEngine2(1900×1490分辨率)


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左虚幻3,右CryEngine2(1700×960分辨率)


更多高清晰大图对比请看下一页,并请大家为两款引擎投上一票。


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以下图片均为超大分辨率,您可点击放大对比游戏画面的细节部分:


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左虚幻3,右CryEngine2(2800×1100分辨率)


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上CryEngine2,下虚幻3(1200×1450分辨率)





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左虚幻3,右CryEngine2(2200×1025分辨率)


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同样作为DirectX 10 3D射击游戏,Crysis和Warhound采用了不同的游戏引擎。其中Crysis采用的是Crytelk的CryEngine2引擎,Warhound采用的是强化版的Chrome引擎。    Warhound由开发《Call Of Jauze》(西部狂野)的波兰游戏公司Techland开发。和Crysis一样,两款游戏都有士兵、丛林和坦克等场景,下面3张图就是Crysis对比Warhound的内容:





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    明眼人一看就能看出两者的差距,大家对于DX10的期望全数落在了Crysis身上,希望Crysis这款“原生”DX10游戏能够充分利用软件和硬件资源,将DX10的实力和效果发扬光大!Crysis的确是不负众望,逼真的画面征服了所有参加过Beta测试的玩家,而且对于DX10特效的应用也是无处不在,下面就为大家详细介绍Crysis当中令人让人震撼的最新特效。




前不久,在“花瓶还是噱头?DX10游戏最新特效对比”一文当中,我们已经为大家详细介绍了现有五款DX10游戏中,所采用的一些DX10特效,并且放出了大量DX9与DX10的对比图片,相信不少人已经对此有所了解。    现在我们惊奇的发现,现有的五款DX10游戏所使用的DX10特效,加起来居然还没有Crysis DX10多!也就是说,之前您所见识过的DX10效果以及顶级DX9C特效,都可以在Crysis游戏中体现出来,而且Crysis还有自己的独门绝技,来营造出以假乱真的宏大场景!
    首先列举一下Crysis中所使用到的DX10特效:
1. HDR+AA:DX10时代这已经是必备了(生化奇兵是个例外)
2. 景深:失落星球新版有采用
3. 视差映射贴图:狂野西部有采用
4. 体积光照:冲突世界的招牌特效
5. 动态模糊:失落星球新版有采用
6. 昼夜变化:多游ark06 SM3.0测试有使用,但效果单一场景狭小,Crysis将其发扬光大
7. 物理效果:很遗憾,Crysis还是依靠CPU进行物理计算,但是效果的确是最好的
8. 动态软边阴影:FEAR中有采用,DX10版效率更高
9. 实时环境光照贴图、粒子效果、次表面散射、真正的3D海洋渲染、交互可毁坏环境、等等……
    也许有人会问,以上特效有不少在DX9C模式下就可以实现,DX10的效果到底是什么呢,其实抛开画面效果不谈,DX10 SM4.0最大的优势就是指令执行效率的提升,像HDR+AA、软阴影、动态模糊这些DX9C就已经可以实现的特效,在DX10模式下可以用很少的代价来实现,因此游戏开发商就可以大胆的“滥用”这些技术,综合起来从而实现更完美的画面!



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Crytek CEO详细介绍Crysis当中所采用的特效


下面,我们就通过Crytek官方的Crysis视频宣传短片,按照Crytek CEO的介绍,详细了解Crysis当中所使用到的最新DX10特效。


前不久正式发布的一款DX10游戏——《冲突世界》(World in Conflict)将即时战略游戏的画面推向了新的巅峰,通过对比WIC DX9和DX10版的截图来看(参见“肉眼能否看出区别?WIC DX9/10大对比”一文),其最明显的区别就是云层透射光线的效果,也就是通常所说的体积云或者体积光照。由于WIC DX10版在其他方面与DX9版并无差别,因此体积光照可以说是WIC的招牌特效。



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体积光照是WIC的招牌特效


WIC的云层和光照渲染效果的确非常出色,但它毕竟只是一款RTS游戏,有哪位玩家会无聊到在紧张的战斗中欣赏天空和云彩的渲染效果呢?如果它是一款FPS游戏的话,那么体积光照就会让游戏画面增色不少,想想看穿越茂密的森林时、气候变化时,如果能够营造出光影随风而动、云层环绕、光线透射的效果,那么绝对能够带给玩家身临其境的效果!




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