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  • 26 minuti fa
Activision ha rilasciato un videodocumentario su Call of Duty: Ghosts che non è stato mostrato nel corso del livestream di ieri sera.
Si tratta di un video che mette in luce diversi aspetti tecnici del comparto grafico alla base del gioco, illustrando varie nuove caratteristiche applicate all'engine di Call of Duty: Ghosts. Vediamo dunque curvature, incrementi del livello di dettaglio nelle texture, nuovi effetti di luce e altro, all'interno di una realistica giungla in "real time".
Trascrizione
00:02All the tech and visuals you're about to see are running real-time in one of the levels of Call
00:07of Duty Ghost.
00:10Our new engine creates a huge leap in visual fidelity and graphical immersion for Call of Duty.
00:15To highlight this leap forward, let's take a look at a couple of these new features in-game.
00:21Let's start with a look at one of our new advanced tessellation features called Displacement Mapping.
00:26This feature allows our engine to create high-res geometry in real-time on terrain surfaces that were in the
00:31past very flat.
00:33To better illustrate this, we are going to bring up some of the in-game development tools to show you
00:37what this new feature is actually doing.
00:42So with displacement maps off, you can see that the rocks on the riverbed are basically flat.
00:46However, as we slowly turn on displacement maps, you can see real geometry. The rocks, the nooks, the crags actually
00:53grow.
00:55This is a significant increase in geometric fidelity that is happening in real-time in our new engine.
01:02Another great new feature of the engine is called Sub-D.
01:06This is a technique that takes one's blocky geometry and builds them into perfectly smooth curves.
01:10It's been used for a while by Hollywood and film, but the breakthrough for us has been utilizing it real
01:15-time in engine.
01:20So as we look down the site with Sub-D turned off, you can actually see how the edges are
01:25jagged because of the normal polycount.
01:31So now with Sub-D turned on, you can see that the normal polycount has been increased exponentially.
01:37And what's amazing about Sub-D is that it will continue to subdivide in real-time as you get closer
01:41to objects.
01:42So no matter how close you get, nothing will break down.
01:46Now as you look at your player's hand and weapon with all the tech running, you can see how high
01:50resolution textures, Sub-D, the lighting, and other techniques allow us to show the most minute of details, like cuts,
01:57scrapes, and other natural imperfections.
02:00Also notice how the scope is now perfectly round.
02:04We've also implemented other features that further increase the natural look of the game.
02:10One example of this is how light affects the player's vision.
02:15As in the real world, when you look at something dark and then turn to something bright, your eyes will
02:19adjust to compensate.
02:22Displacement mapping and real-time Sub-D, along with other new technologies such as HDR volumetric lighting and real-time
02:29ADSR, set a new benchmark for immersion for Call of Duty.
02:32Number 7
02:35Aonis
02:35Valium
02:36Grazie a tutti.
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