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