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本帖最后由 bill_banks 于 2014-3-6 17:19 编辑
我看开发人员在一开始游戏发布后的一个帖子里说,他们这次预算有限,不可能重新做很多以前的工作,他们主要负责添加一些steam上的功能,云存储,steam成就卡等等。至于游戏渲染,逻辑代码等都是拿xbox360版的直接搬过来用,修改一下不太兼容pc版的地方,没人重新写渲染部分,因为capcom没有给那么多钱做预算。渲染引擎部分就是xbox360原封不动的,而xbox360移植是另一拨人移植的,他们也不清楚当时为什么那帮人没有把GC/Wii上的bump map,Depth-of-field effect 和 enhanced specular map渲染特效在360下实现,因为360和ps3硬件肯定支持这些特效,只不过他们渲染引擎写得没发挥出来。所以这次移植,他们决定还是原封不动的把360的没有全部光影特效的渲染引擎移植过来,因为预算有限。原文是这样说的:(My guess is that some of those visual effects and shader functions were hard-coded and/or were unique to the GameCube architecture, and therefore didn’t translate identically when ported over to the Xbox 360 and PS3.)他猜想可能是实现这几个特效的渲染器函数shader function可能直接用汇编写的,所以最后360和ps3没有移植成和GC相同的效果。
我在这里解释一下,汇编是针对硬件的机器指令,不同的GPU用的汇编指令不一样,如果要是DX,OPENGL等高级不针对硬件的API,那么都一样,但GC的图形部分估计没有很好的高级图形API支持,(比如OPENGL,或者支持不全,应该是支持不全。要知道PS2虽然图形API是OPENGL但开发时也有好多地方需要开发人员用汇编写渲染器函数的,GC比PS2强不了多少,在那个年代),所以上次移植的人懒得去读那些GC上的GPU汇编指令,或者读错了也懒得纠正就放弃了,没有做成相同的效果。我还是可以理解他们的苦衷的,读汇编得先把GC的GPU的所有指令学一遍,然后再一点一点理解,非常麻烦。但拿了钱没办好事,真没有敬业精神,没有职业道德。或者是capcom没有保留当年GC的显示芯片GPU的任天堂的官方技术文档,因为是给索尼和微软移植,他们也不可能找任天堂要GC的技术文档了。汇编那玩意都是必须对着GPU或CPU的指令集说明书才能看得懂的,没人记得住。所以就移植不了了。这要是任天堂或者ATI不给技术文档还真没办法。
那个人还说:ADA那个剧情也是低分辨率预渲染电影也原封不动拷贝过来,他们都不会做增强的,因为预算有限。
这篇之后是我第一楼发的有人很轻松实现了这几个光影特效,叫他们尽量加上在补丁中。
开发人员原文:
http://steamcommunity.com/app/25 ... c558747922355097777
Hey guys,
The development team has been made aware of some of the graphical anomalies in the current build including the blue torch light diffusing through walls and solid objects, missing spotlight in the church, and so on. Those effects were included in the Xbox 360 version but are clearly missing or isn't functioning the same way in the current Steam version.
I would also like to use this opportunity to address some of the feedback and questions many fans have expressed over the past couple of weeks.
First and foremost, please bear in mind the vast majority of the code base and assets such as the rendering pipeline, AI, animation, 3D model, mesh, etc. are shared from the Xbox 360 version given its similarities with the PC architecture. Xbox 360 version was also the best choice since it had all of the latest content such as the Separate Ways, Ada Mission, and Mercenaries Mode after you complete the game once.
With that in mind, the team has taken the Xbox 360 project as a foundation and built on top of it by adding a new texture pack (switchable between original and HD), native KB+M support, cloud save, Steam trading cards, and of course, the tweaked render/animation to allow coherent gameplay @consistent 60fps. At the end of the day, these are features we felt were most relevant to the vast majority of customers versus what was realistically achievable within the scope and budget of the project.
Let me be clear about one thing -- this isn’t a game being reengineered or reimagined from the ground up to build something completely new; sure it's technically possible, but it also requires significant investment both from an engineering and creative standpoint which becomes highly cost prohibitive for the subset of fans we're trying to serve today on Steam.
I’ll also provide a little bit of insight from a business perspective -- I can assure you this is not the type of a project Capcom makes tons of money on. We'll be lucky if we make a small to reasonable return in the grand scheme of things. More importantly though, we saw the need to cater to a solid fan base on Steam who has been deprived of a proper RE4 for the longest time. It was looooong overdue so this is our way of making it up to you.
An argument can be made in that we can raise the price to $40 ~ $50 in hopes of recouping project cost from a smaller number of units. However, we'd end up alienating the vast majority of potential customers since many have already experienced RE4 on other platforms at one point or another, and will not spend top dollars to buy what is essentially the same core game.
We determined a $19.99 price point with the aforementioned feature set provided the best balance between dev cost and satisfying the vast majority of our target audience. We feel $19.99 is a reasonable price point for a game that is a relevant, timeless classic and can be playable for many years to come.
We also understand the hardest of hardcore RE4 fans wanted the original GameCube features such as the Depth-of-field effect and enhanced specular map on certain objects, but those features unfortunately will not be present in the Steam version since the code is based off of the Xbox 360 & PS3 version which did not have those GC features to begin with.
I do not have the technical information nor the reason why Xbox 360/PS3 versions didn’t receive those effects since it was a different team who worked on them several years ago. My guess is that some of those visual effects and shader functions were hard-coded and/or were unique to the GameCube architecture, and therefore didn’t translate identically when ported over to the Xbox 360 and PS3.
From an experience standpoint, I can assure you the jump from a 30 fps console version to a Steam version with 60fps, high pixel density (I played it on 2560 x 1600 monitor at work, but also played it on a 1080p 55” plasma display which looks and feels AWESOME!), and high resolution textures are very noticeable and refreshing to the point it almost feels like a new game. It’s like falling in love all over again with your long-time S/O. Seeing (in motion) is believing, I tell you ;-)
I honestly think both new and seasoned RE4 players will enjoy this edition as much as I have thus far. We’d love to hear your thoughts and experience on this edition once the game is out!
Lastly, with a long weekend ahead us here in the U.S., we plan on using this opportunity to capture some video footage from the Wii, Xbox 360, and Steam version to showcase the differences and enhancements made between different editions.
Stay tuned for an update, and in the meantime hope guys have a great weekend!
-wbacon
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