Re: [情报] PS5 GOW Ragnarok Digital Foundry 评测

楼主: alanjiang (我只是想看清自己)   2022-11-04 14:11:27
原文恕删
https://reurl.cc/gQ8VdL
翻译个人有兴趣的部分
God of War: Ragnarök on PS5 is like a maxed-out PC port with flawless
performance
A different take on cross-gen development.
标题:PS5 上的诸神黄昏就像一个表现完美的 PC移植
副标:对跨世代开发的不同观点
First and foremost, the game's lighting has received a significant overhaul,
especially when it comes to indirect illumination.
Yes, it's pre-calculated but it does a much better job approximating the
behavior of light. The way it pours into enclosed spaces,
indirectly illuminating the environment around Kratos tantalises the senses.
This is perhaps the single most impactful enhancement
over the prior game. God of War 2018 is a beautiful title no doubt, but
indirectly lit environments often suffer from visible
light leak and other issues related to the lighting system.
首先也是最重要的一点,游戏的照明已经进行了重大改革,尤其是在间接照明方面。
是的,它是预先计算好的,但它在近似光表现做得更好。光线照入封闭空间,间接照亮
了Kratos周围的环境,令人陶醉。
这可能是对之前游戏的最有感的加强。战神 2018 无疑是一个美丽的作品,但间接照明环
境常遇到可见光泄漏和其他与光线相关的问题。
With Ragnarök, the resolution of the pre-baked lighting is increased,
significantly minimising light leaking as a result.
This is then further augmented through the inclusion of screen space
directional occlusion - a feature included in the PC version of the 2018
original.
SSDO is used to approximate a single bounce of indirect illumination in
screen-space complete with colour transfer.
This helps better ground character and objects within the environment. Detail
levels receive a boost as well - you'll explore richly decorated landscapes,
with ancient structures now withering beneath almost alien plant life while
being treated with more dramatic, larger scale vistas on a more regular basis.
诸神黄昏中的事先光照分辨率增加,减少了漏光问题。藉著PC版战神2018中有的SSDO(萤
幕空间定向定向遮蔽)进一步增强了这一点
SSDO用来模拟空间中的间接光照的单次反射,有助于更好地定位环境中的角色和对象
细节水平也得到提升....以下略
小结:光照表现较前一代进步,虽然是手工打造
Ragnarök is a very tightly directed game relying exclusively on bespoke
assets created and arranged for each specific area within the world.
The sheer volume of unique meshes and materials featured throughout the game
is staggering. Enhanced tessellation is another feature on offer for PS5
users.
This enables an increased level of detail within the ground surface which
combined with the more physically accurate materials, produces far more
detailed results.
Snow deformation also makes a return and on PS5, the tessellation quality is
increased over the prior game allowing richly detailed trailers to form as
you navigate
the snowy landscapes. The aftermath of a snowy battle leaves trampled snow in
its wake.
前略....增强的曲面细分是为 PS5 用户提供的另一项功能,这可以提高地表的细节,结
合更精确的材质,产生更具细节的画面。
小结:相较PS4版PS5版更多细节
Another aspect critical to the simulation of light are reflections, an area
where I feel the prior game fell flat. Many areas rely on exceptionally
low-resolution cube-maps exclusively
while the implementation of screen-space reflections felt constrained,
especially when it comes to water rendering which was a weak point.
光反射在前作(战神2018)表现较弱,很多区域都都只是低分辨率的立方体贴图,,,以下略
God of War: Ragnarök rectifies this in a couple different ways. Firstly,
while true hardware accelerated ray traced reflections are not featured in
this game, it does seem to utilise a solution
like Mafia: Definitive Edition where rays are traced into a cube-map with
high quality lighting data baked into it to determine the most appropriate
colour but also trace into a more accurate
version of the scene geometry to determine the best cube-map placement. This
is then combined with a greatly improved implementation of screen-space
reflections which now extend deeper into the
reflective surface producing a much more pleasing result compared to the
prior game.
诸神黄昏以几个方式改善了这点(光反射)
1 虽然不支援硬件加速光追,但诸神黄昏跟黑手党重制一样精心手工打造贴图
2 结合更加进步的萤幕空间反射
小结:再次强调诸神黄昏的光照靠着手工打造较前代进步
分辨率那几段就没有翻译了
If you have a 120Hz-capable, HDMI 2.1 display with VRR support, the high
frame-raet performance mode is our pick as the best way to play.
No VRR support? Stick to the 60Hz performanced mode for a judder-free
experience.
有VRR+120,选高更新率性能模式是最赞的
没有VRR,选60Hz性能模式
中间全部省略
结论
And that brings us back to the topic of cross-gen - God of War: Ragnarök is
unabashedly a PlayStation 4 game that has received an enhanced release on PS5
and, overall,
it does work out, but my feelings are slightly mixed. The benefits of this
approach include extremely high levels of performance and polish. I'm fairly
certain that a
'from the ground-up PS5 God of War' game would not deliver a completely
locked 60fps let alone the 80-90fps you get in high performance mode. In a
sense, playing this on
PS5 feels like playing any other multi-platform game on a gaming PC. It's
the same experience but improved and that is a good thing.
这让我们回到了跨世代的话题——《战神:诸神黄昏》无疑的是一款 PlayStation 4 游
戏,它在 PS5 上有了诸多增强。整体而言,它运作得很好...中略
作者相当肯定,纯 PS5版 战神”游戏不会提供完全锁定的 60fps,更不用说在高性能模
式下获得的 80-90fps(言下之意就是PS5根本没被榨干XD)
从某种意义上说,在 PS5 上玩这款游戏就像在游戏 PC 上玩其他多平台游戏一样。
心得: 诸神黄昏相较前代在光照和材质(PS5版限定)有进步。相信下一代PS5独占战神一定
会有更强表现
作者: OscarShih (Oscar)   2022-11-04 14:12:00
更像DLC了
作者: ShenMue (莎木)   2022-11-04 14:42:00
原文意思没有肯定。我是说原文不是觉得没榨干原文是说 60 都难稳定,90fps别去想
作者: PTTfaggot (...)   2022-11-04 14:47:00
不要再一直说榨干了 2070显卡幻想有3080的潜力吗
作者: i386 (i386 cpu)   2022-11-04 14:55:00
性能没榨干是原PO自己的误解,那段结论讲的是,完全PS5版的战神不会提供稳定60fps的模式甚至是更高的80~90fps模式,他觉得玩这款战神的感觉和在PC上玩其他跨平台游戏的感觉一样,有更
作者: unorthodoxy (啡垫辛)   2022-11-04 14:57:00
之前莎木大有分析过 是2080的潜力!
作者: i386 (i386 cpu)   2022-11-04 14:58:00
高的FPS.言下之意比较像是从PS5完全开发的战神,会为了提供更
作者: vict1 (vic)   2022-11-04 14:59:00
老黄次世代主机打不赢2080 反正就这区间
作者: unorthodoxy (啡垫辛)   2022-11-04 14:59:00
到时PS5 pro的patch 应该就会靠性能辗压了这家工作室不是ND 不会一直手工调整
作者: i386 (i386 cpu)   2022-11-04 14:59:00
好的画面,不会把性能放在拉高fps上
作者: OscarShih (Oscar)   2022-11-04 15:01:00
先换掉或更新引擎吧看得出来战神已经在可能去加强画质的地方都加了
作者: unorthodoxy (啡垫辛)   2022-11-04 15:02:00
连莎木大都承认榨干PS5了 这真的是不得了
作者: OscarShih (Oscar)   2022-11-04 15:02:00
你不锁FPS让FPS飞天就榨干PS5啦 到底在说啥有效利用效能和放飞燃烧效能对主机来说都是一样的
作者: an138 (我不知風往何處吹)   2022-11-04 15:05:00
下一代出在ps6了吧
作者: vict1 (vic)   2022-11-04 15:05:00
开VRR不就榨干PS5效能了 还是有啥可以多的效能
作者: i386 (i386 cpu)   2022-11-04 15:06:00
就看索尼愿不愿意让功耗再跑得更高而已吧
作者: vsepr55 (vsepr55)   2022-11-04 15:07:00
榨干效能到时候要做移植pc不就搞自己而已不会这样搞吧==
作者: OscarShih (Oscar)   2022-11-04 15:09:00
基本上都会事先做方便自己的参数用吧不一定是用来移植的 也是用来调整家机目标张数的
作者: i386 (i386 cpu)   2022-11-04 15:21:00
榨干PS5的效能移植PC又不会搞自己,除了SSD,PS5在CPU/GPU有什特规设计是PC没有的吗?
作者: etetat2 (炸春卷)   2022-11-04 15:25:00
这画质也几乎是现在游戏前几了
作者: an138 (我不知風往何處吹)   2022-11-04 15:28:00
画质有安魂曲好吗?
作者: mikeneko (三毛猫)   2022-11-04 15:38:00
这就是我们要的 更多的PS4游戏
作者: e446582284 (ef225633)   2022-11-04 16:23:00
早说了PS4在扯后腿,前几篇还吵不是PS5已经极限了,笑死一直拿显卡2070说嘴的更好笑,I/O设计就赢PC架构,就没榨干
作者: superRKO (朋友最重要)   2022-11-04 16:28:00
可以看明年的蜘蛛人 是不是PS5独占 失眠社技术也是不错虽然吹几百次了 但是拉杰特那个设计真的屌
作者: i386 (i386 cpu)   2022-11-04 16:33:00
现在PS5执行游戏的时候功耗强就200W左右,是要榨干什么*功耗墙
作者: PTTfaggot (...)   2022-11-04 16:38:00
反正某些人就爱幻想他们买的两三万元大礼包有3080的潜力 我们无法改变
作者: vict1 (vic)   2022-11-04 16:45:00
老黄都说2080比两台主机还强了 浅力哪来的
作者: crono0 ( (/‵Д′)/~ ╧╧)   2022-11-04 16:58:00
同样RDNA2差不多效能是6600XT 2070S左右 10TFLOPs上下基本上 就算针对主机端优化 也不太可能有突出太多差异最多就是取一个 大众可接受的画面跟流畅度
作者: superRKO (朋友最重要)   2022-11-04 17:16:00
透过api针对单机去榨 是有机会拉 不然看ps4那个硬件
作者: kuninaka   2022-11-04 17:23:00
GOW有针对PS5的I/O特性做什么革新吗还是单纯游戏容量比较低而已?
作者: TETUO (鉄雄)   2022-11-04 17:42:00
手工打造光线质感让我想到RDR2,花时间的功夫活,呈现超赞
作者: crono0 ( (/‵Д′)/~ ╧╧)   2022-11-04 18:04:00
印象中PS5有针对材质压缩有优化 所以容量可以比较少
作者: OscarShih (Oscar)   2022-11-04 18:10:00
虽然PS5不能飞天 但2080有2台主机这说法只能说老黄卖瓜老黄还是快点接7900XTX的招吧
作者: superRKO (朋友最重要)   2022-11-04 18:15:00
4080 慢慢切 总会切到适合你的一张卡
作者: moswu (蚊子)   2022-11-04 18:20:00
上打2080不就大将军自己说的https://i.imgur.com/RiTbbQc.jpeg
作者: ShenMue (莎木)   2022-11-04 19:19:00
截图都不看内文的?
作者: brightest (fff)   2022-11-04 19:20:00
硬件有光追 却只有假反射
作者: ShenMue (莎木)   2022-11-04 19:20:00
Kotaku 有看到吗?国外媒体报导,怎么变成我讲?
作者: ziya (紫亚)   2022-11-04 19:43:00
别人说你就相信然后四处洗版吗 当大家都忘记你当年多恶心吗
作者: moswu (蚊子)   2022-11-04 19:45:00
“尤其这没有什么不可思议的….”这段巴拉巴拉是你的心得没错啊
作者: splendidpoem (天降六月雪)   2022-11-04 19:46:00
拿主机跟PC直接比效能,真的是很奇怪的思维。刚好跨平台的战神可以做比较:同样是1080p分辨率,PS4版可以跑30帧,而PC版在Xeon E5-2650 + GTX760 + 16G RAM下,硬件等级大约跟PS4差不多,但最低画质平
作者: i386 (i386 cpu)   2022-11-04 19:46:00
噗XD, 注的部分不就你讲的,现在突然变成都是别人说的XD
作者: moswu (蚊子)   2022-11-04 19:47:00
7奈米制程超越12奈米原文没说啊?
作者: i386 (i386 cpu)   2022-11-04 20:02:00
PC版的战神有提高贴图素材的材质吧
作者: Well2981 (默默)   2022-11-04 23:27:00
大将军果然能屈能伸 当年喷的又都改口都别人说的 ㄏㄏ
作者: ShenMue (莎木)   2022-11-05 00:23:00
2080 < PS5 来源 KOTAKU 不是我本人我 Po 新闻 写心得,然后我就变成消息源头吗或者连内文也看不懂?
作者: moswu (蚊子)   2022-11-05 01:16:00
Kotaku那算乳摸哪来的新闻,现在就是在说你抓着乳摸自嗨还不肯认帐咧
作者: kuninaka   2022-11-05 01:53:00
7奈米制程超越12奈米也是KOTAKU说的?
作者: OscarShih (Oscar)   2022-11-05 02:10:00
那你PO新闻也过滤一下好吗
作者: i386 (i386 cpu)   2022-11-05 02:16:00
那几篇在版上都找的到,拿着乳摸一直吹的可精彩了,结果现在变成都是别人说的不关我的事,笑死
作者: j59022   2022-11-05 04:39:00
商务舱信仰坚定,心态炸裂
作者: TotalBiscuit (CynicalBrit)   2022-11-05 08:10:00
重点不是PS5效能搾干了没啦,原文讲的主要是游戏设计的方式跟心态所以标题才说different take,就是不同的开发方式
作者: kuninaka   2022-11-05 08:54:00
为什么SONY第一方工作室不全力炸干
作者: ziya (紫亚)   2022-11-05 09:14:00
因为ps5效能不足啊 要榨干也是等之后上pc
作者: kuninaka   2022-11-05 11:06:00
不是这样吧,目前PS5和PS4版画面看起来差不多耶
作者: ziya (紫亚)   2022-11-05 11:17:00
Ps4装机量就摆在那里 你要冲游戏销量 会选优化哪一个主机
作者: kuninaka   2022-11-05 11:57:00
所以你讲错了不是因为效能不足
作者: cocowing (wing)   2022-11-05 12:14:00
这款还是PS4游戏,看材质细节就知道了,不像老鼠2那画面一看就觉得PS4跑不动
作者: ziya (紫亚)   2022-11-05 13:33:00
楼上说得好 就真的效能不足 还有人不敢面对
作者: kuninaka   2022-11-05 17:49:00
共三小

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