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原帖由 休闲一族 于 2008-1-2 22:31 发表 
爆炸的时候他要背对着油桶,不然会死机。每兆渲染是什么意思?那这视频是怎么做出连贯的?本人小白请高人您解释!!
很简单,我贴出第一个发明这玩法的人的简介。他的最后一个镜头,渲染了一个多小时。
http://www.youtube.com/watch?v=VaHS-y_mapQ
THESE ARE NOT IN GAME FRAMERATES!
Due to popular demand, I'll post my specs but they only really effect the very first clip showing sys_physics_CPU 1 and how many boxes total I can render, which unfortunately limited the last clip.
So, my system specs are: Intel Core 2 Duo 4300 (1.8GHz) processor, overclocked to 2.2GHz, 2GB 800MHz RAM, Nvidia 512mb 7900GS GPU (DX9).
I get a Windows Vista base score of 5.1, RAM and CPU being the 5.1, HDD transfer rate at 5.5 and GPU at 5.8 for gaming, 5.9 for Aero.
But system specs will only change the speed of capturing it if you were to do this, the rendered video will be at whatever framerate you set to record and playback at.
I used the very high settings tweak for DX9
http://files.filefront.com/Very+High+...
Then some commands I used ontop of that for this were:
sys_physics_CPU 0(这个就是让物理和图像渲染同步的选项)
fixed_time_step 0.033333
e_particles 0 (all those particles when a box would collide with something killed my GPU)
r_motionblur 4 (need the very high tweak if on DX9)
r_useEdgeAA 2 (fake anti aliasing, blurs edges)
r_displayinfo 0 (get rid of the white text when in devmode/sandbox)
cl_hud 0 (gets rid of the HUD)
capture_frames 1 (to take a screenshot at every frame so you can add them all together to make a smooth motioned video).
(注意读这句)
e_view_dist_ratio 200 (only in the last clip as I only really needed it then, though it would've been nice if I knew about it before; it makes the distance at which objects stop becoming visible further)
[ 本帖最后由 icefox1983 于 2008-1-3 06:24 编辑 ] |
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