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本帖最后由 泽成明代 于 2017-4-7 13:20 编辑
只有PS4 PRO搞这种特例,“极少数”,甚至第一方游戏都不行。天蝎所有游戏在系统层面上允许玩家采用1080P强化模式进行游戏,不强制选择4K:http://www.eurogamer.net/article ... shed-to-a-new-level
关于PS4 Pro,一个批评意见在于,部分模式成了一些分辨率的独占。比如说,如果游戏提供了高于1080p的分辨率,那么1080p用户理应得到超采样功能,但有些游戏没有这个功能,哪怕部分索尼第一方游戏都没有。微软对超采样的态度则是强制性的,只要天蝎的游戏提供高于1080p的分辨率,就必须提供超采样,在内部分辨率提升的同时,帧数也不能比原版Xbox One更低,必须同等或更高,希望可以看到更流畅的帧数。
微软对1080p超采样的坚持,实际上有利于所有显示设备用户。PS4 Pro有一些游戏提供的1080p高帧数模式,必须把输出设定成1080p,才能使用,比如无人深空和吃人大舅,如果你的PS4 Pro输出设定是4K,那你很可能干脆就不知道游戏还有1080p高帧数模式。至于天蝎,所有模式——无论是分辨率优先还是帧数优先——都必须提供给所有用户,无论他们用什么分辨率的显示设备。DF认为这是个明智的举措,希望PS4 Pro也能跟进。 We've updated this paragraph to clarify that downsampling happens at a system level, it's not a requirement for the developer to implement it.
天蝎采用了比PS4 PRO更先进的降级模拟方式以提升老游戏的画质和表现:http://www.eurogamer.net/article ... ames-will-be-better
What Goossen described as the 'emulation' approach is seen in PS4 Pro's design. Sony's latest console uses a 'butterfly' approach to GPU design, effectively mirroring the base unit's GPU with an extra rank of 18 compute units, doubling power (more so once extra frequency is added). With this approach, Sony can ensure complete compatibility simply by turning off the additional, new 'half' of the graphics core. It's an elegant solution, but what's clear is that the newly introduced boost mode doesn't deliver the Pro's full power to existing base PS4 titles.
Microsoft has taken the harder route - and it has done so by necessity. It doesn't have the option of doubling up on its existing design, as Scorpio is a radical architectural overhaul. Here, it's down to the platform holder to take ownership of compatibility issues, but the advantage is this: unlike PS4's boost mode, Scorpio theoretically allows for the full power of the new console to be deployed on older games. In fact, there are five different ways in which Scorpio aims to improve the experience for owners of existing Xbox One games - and these should also apply to Xbox 360 back-compat titles.
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