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Cytat: andryush w Kwietnia 10, 2013, 22:19:48 pmW sumie fakt, dziwne że PS4 miała by tego nie uciągnąć. Benchamrk tego ich GI smigal na moim laptopie w jakichs 7-12 fps, GPU w ps4 jest kilkukrotnie mocniejszy.w jakiej rozdzielczości?nie wiem czy mówisz o tym samym benchmarku, ale u mnie na hd7700 chodziło w jakiś 15 klatkach(1080p) a tam była bardzo prosta scenka bez wielu innych efektów z ue4.Ciekawe czy demo inflitratora już miało wycięte to gi czy nie.
W sumie fakt, dziwne że PS4 miała by tego nie uciągnąć. Benchamrk tego ich GI smigal na moim laptopie w jakichs 7-12 fps, GPU w ps4 jest kilkukrotnie mocniejszy.
Ciekawe czy demo inflitratora już miało wycięte to gi czy nie.
Hey guys, rendering team lead from Epic here.Fully dynamic lighting and precomputed lighting are just two tools in our UE4 toolbox. We have games being made like Fortnite that are using fully dynamic lighting, no lighting build times, and the game has full flexibility to change what it desires at runtime. In the case of Fortnite, this is used to great effect with building and harvesting of resources. We don't yet have a solution for dynamic GI in the fully dynamic lighting path, this is something we hope to address in the future.On the other hand, using precomputed lighting where you don't need dynamicness frees up a lot of processing power. The infiltrator demo that we released at GDC leverages this heavily. In short: we would have had to scale down Infiltrator massively without precomputing some of the lighting. There are over 1000 lights in some of the scenes, and about half of those cast shadows. Dynamic shadows have a huge cost on graphics hardware, but precomputed shadows are very cheap. Our general purpose reflection method (Reflection Environment) also relies on pre-captured probes. By having the general purpose reflection method be cost efficient, we were able to spend the extra GPU time on Screen Space Reflections, which provides extra detail where it is available (due to screenspace limitations). (watch in HD)Now there are some workflow costs to precomputed lighting (creating lightmap UVs, build time), and this is something we hope to improve significantly in the future.Precomputed lighting is also really useful for scaling down, to low end PC, 60fps, mobile, etc.In summary: UE4 supports multiple tiers of lighting options, and games can use what suits them best. Fully dynamic lighting provides maximum interactivity, editor workflow and game design flexibility, precomputed lighting provides maximum quality and performance.Let me know if you have any specific questions and I'll do my best to answer them.
Nie, bo Kinkiet
przynajmniej nie będą kont bankowych kraść
Coś dla KKRT .http://www.ppe.pl/news-21700-Wg_tworcy_Crysis_najwazniejsza_jest_grafika.html
Zresztą jak dla mnie chodziło mu też o ten wszędobylski "art design".
Moze i gdzieś tam pisało ,ale ja nie widziałem.
Hehe, poprawia błędy Tomasza. Widać, że nowy.
http://www.ps4site.pl/killzone-shadow-fall-vs-crysis-3/