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SATCHELMOUTH
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加入日期: Aug 2004
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引用:
作者tommy84566
網兄可嚐試看看一下,保證您有感覺.
1:深夜時刻完DS
2:房內燈光黯淡(甚或點小夜燈)
3:掛上耳機,聆聽DS的背景音樂

---------------------
小弟覺得
1+3項就很有感覺了

第2項做不到~


呃~其實差不多這三項都有做過
(之前半夜睡不著會起來玩DS打發時間XD
還是覺得恐怖感沒有想像中的強烈
     
      
__________________
Did you know? There are three kinds of aces.
Those who seek strenth.
Those who live for pride.
And those who can read the tide of battle...

舊 2011-01-09, 02:00 AM #111
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SATCHELMOUTH離線中  
walkingdog
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昨天玩DS時,AA選用Morphological Anti-Aliasing,
能改善反鋸齒的效果,但還是和期許有所落差,且要付出不少性能代價,
幸好DS硬體要求不高,
如果你的卡是AMD 6系列,可以在CCC打開Morphological Anti-Aliasing

no aa


8aa with morphological filtering
 
舊 2011-01-09, 10:01 AM #112
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walkingdog離線中  
SATCHELMOUTH
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聊勝於無吧,沒魚蝦也好
若DS2依舊是用同一套引擎,AA無效的問題會不會依然無解…
__________________
Did you know? There are three kinds of aces.
Those who seek strenth.
Those who live for pride.
And those who can read the tide of battle...

舊 2011-01-09, 02:33 PM #113
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SATCHELMOUTH離線中  
walkingdog
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http://www.thebitbag.com/2010/04/27...ise-irrelevant/
2. DaSolidProof: Dead Space was powered by the “Godfather Engine” (correct me if I’m wrong) which really showed off some impressive visuals. Will the team be using the same engine? If so, how does the team plan to improve on the system?

[Steve Papoutsis] The original Dead Space used the Visceral Engine. Dead Space 2 is also using the same engine. We have made some modifications to the engine to improve the way the team works and some other aspects that will result in maximum kick assery!

In all seriousness we can do whatever we want to with our tech, the challenge is always understanding what type of results you want to get out of the engine. For Dead Space and Dead Space 2 we put a premium on the Deferred Lighting the engine is capable of as well as other art related tricks. We have also improved the way the enemies will navigate around the world. Those are just a few of the tweaks that have gone in for Dead Space 2.

使用Visceral Engine,是一代引擎改良版,
加上pc非主要平台,雖然一代有相當多人反應aa問題,
但基於ea對pc平台的怨念,恐怕仍是無解~~
舊 2011-01-09, 04:59 PM #114
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walkingdog離線中  
tommy84566
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作者SATCHELMOUTH
呃~其實差不多這三項都有做過
(之前半夜睡不著會起來玩DS打發時間XD
還是覺得恐怖感沒有想像中的強烈


-------------------------------------------
佩服.佩服

重點是音效啦..嘶-------喀-------喀喀---悾悾...

很毛的說..
__________________
2012 新 舊機
CPU I7 980 Q3FE (伪980X 4.2g)
MB:X58 RAMPAGE III extreme
POWER:BFG 1000W
RAM:4G 1333*3=12G
VGA:GTX 470 SLI (MSI*2)
SSD:OCZ V2 60G+ KINGSTON 120G
CASE CM 690
阿仲買的真魂140(讚)
舊 2011-01-09, 09:10 PM #115
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tommy84566離線中  
emh01304
*停權中*
 

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-------------------------------------------
佩服.佩服

重點是音效啦..嘶-------喀-------喀喀---悾悾...

很毛的說..

背景音效我倒覺得還好
遊戲中有一種能自爆的怪物(手上拖著個大肉球那個)
會發出一種又像哭又像笑的呻吟聲
那聲音每回聽到都有種頭髮豎起來的感覺

另還有隻個子很高大的怪
打爆之後頭和四肢會再變成5隻小怪
而頭那一隻......每次看拖個腦袋在地上爬都覺得有夠嘔心
舊 2011-01-11, 03:14 AM #116
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emh01304離線中  
16:9
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Smile

引用:
作者walkingdog
昨天玩DS時,AA選用Morphological Anti-Aliasing,
能改善反鋸齒的效果,但還是和期許有所落差,且要付出不少性能代價,
幸好DS硬體要求不高,
如果你的卡是AMD 6系列,可以在CCC打開Morphological Anti-Aliasing



有AA真好...小弟只能賞圖啊
舊 2011-01-11, 07:37 PM #117
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16:9離線中  
SATCHELMOUTH
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發售宣傳預告片

這配的音樂還真熱血XD
從影片來看,遊戲畫面中還是存在鋸齒問題...不過好玩就好
Isaac也終於會開口說話了
__________________
Did you know? There are three kinds of aces.
Those who seek strenth.
Those who live for pride.
And those who can read the tide of battle...

舊 2011-01-14, 02:26 PM #118
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SATCHELMOUTH離線中  
walkingdog
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再一天…不曉得25市面能不能買到?
剛看到IGN的PS3評論已經出來了,簡單翻一下,有些沒到位,
不想破壞遊戲氣氛的請忽略~~


Dead Space 2 is an amazing game. I'm going to write about its scary moments, cool kills, and how much I dig the main character's internal struggle, but Dead Space 2 is about more than this. When I beat it for the first time, I sat on the couch with my heart racing and dissected the journey I had just taken. Then, I started my second playthrough, and when that was done, I jumped into a new game for the third time. Dead Space 2 is just that good.
DS2是套另人驚豔的作品。我將描述裡面的驚魂時刻、冷酷殺戮、以及
主角內心的掙扎,但DS2包含的,將不只這些而已。當我第一次過關,
我坐在沙發上,心臟還噗通噗通的跳個不停,彷彿剛從一場旅途中歸來。
然後,我玩了第二次,結束之後,我又玩了第三次。DS2就是那麼讓人欲
罷不能的一款遊戲。

It's been three years since the events of the first game, but protagonist Isaac Clarke still can't catch a break. At the beginning of Dead Space 2, he wakes on a space station known as the Sprawl and finds the place is overwhelmed by an outbreak of reanimated corpses called Necromorphs. From the very first moment of the game, Isaac's fighting for his life.
距離上次事件已經三年了,但主角Isaac卻無法獲得喘息。遊戲一開始,
Isaac遊走於一個叫做Sprawl的太空站,此處被一種叫做Necromorphs
的再生怪物肆虐著,從一開始,Isaac就為他自己的生命而鬥。

This is where you come in. As Isaac, you'll pick up your plasma cutter, don an engineering suit and take the fight to the beasts out to kill you. The overarching goal is to find and destroy the religious idol (known as the Marker) causing all of this, but the story that makes Dead Space 2 great is the internal war Isaac's fighting. Unlike Uncharted's Nathan Drake who can kill a few hundred pirates and never seem worn down by it, Isaac is totally ruined by the events of the original Dead Space. He saw things no man should have to during his time on the spaceship USG Ishimura, but it's the fact that Isaac's girlfriend died on the vessel after he encouraged her to work there that really haunts him.
這就是遊戲一開始的狀況,身為Isaac,你將拿著你的電漿切割槍、
工程師套裝,準備應付隨時出現想做掉你的怪物。最終目標是找到並摧毀
Maker這萬惡之源,但讓DS2如此傑出的原因,不是與怪物的交鋒,
而是主角與自己內心世界的戰鬥。主角不像Nathan Drake可殺掉上百個海
盜那般勇猛仍不顯得疲倦,Isaac因為在一代中所發生的事件而完全崩潰,
他在太空船USG Ishimura看到一般人無法理解匪夷所思的事情,
但令他更加痛苦與折磨的原因,
是因為他鼓勵他女友到USG Ishimura工作,導致她命喪黃泉。

Isaac's losing his mind in Dead Space 2. The guilt is tearing his very sanity apart. That's heavy stuff and it makes for a really engaging story. Isaac doesn't let anyone else in on the fact that he's coming unglued, so as a player I get to see who he really is and the facade he presents to the other characters. Isaac's internal conversations and hallucinations are among my favorite parts of this game.
Isaac在二代中逐漸喪失理智,心中的罪惡感幾乎要吞噬他。
這份沉重的負擔造就二代這個迷人的故事。Isaac沒有在他人面前表現出
他的心煩意亂,身為一個玩家,我試著去探索他內心世界以及他面對其他
角色的反應,Isaac的內心掙扎與若有似無的幻覺是我喜愛這個遊戲的原因之一。

But I have lots of favorite parts to Dead Space 2. Right behind Isaac's struggle on my list of cool stuff is the combat. It's more satisfying than it was in the original. Isaac's fast and light on his feet. You can stomp crates in a jiff and melee attack bodies for loot, grabbing things with your telekinesis is responsive, and mixing all of this together with the different weapons in the game is a blast. Slowing down a Necromorph, blowing off its arm, and using the severed limb to impale the foe on a wall is a thing of beauty that doesn't get old.
很多方面讓我對DS2愛不釋手,除了內心的掙扎,遊戲的戰鬥也相當吸引人,
比起一代有過之而無不及。Isaac的動作更加迅速輕巧,你能瞬間踩爛箱子或
打爛敵人身體以獲得戰利品,用心靈傳動抓取物品,並混合各種不同武器攻擊
敵人,真是大快人心,比如說先遲緩怪物的行動,然後撕裂牠的手臂,再用斷
臂把牠釘在牆上,這過程如同藝術作品般美麗,讓人樂此不疲。

The cast is fleshed out, but Isaac steals the show.
Dead Space 2 is pretty much the best haunted house attraction ever. Visceral stripped out the stuff that slowed down the original game (backtracking, getting disoriented, etc.) and ended up with a fast-paced game that's suspenseful and scary at the same time. You're funneled down these halls and corridors on your way from Point A to Point B, and ghouls pop out for you to blast. I know that "linear" is a bad word in the video game industry, but the package is so well done here that I can't knock Dead Space 2 for taking me on a very specific ride that's marked by awesome moments, environments that range from a cheery schoolhouse to pitch black rooms, and sound that's so well done I'd find myself trying to figure out if it was a monster making its move or my dog rummaging in the living room. Toss in some new disturbing enemies and surprises I won't ruin for you and you have a game that can feel like "the same old thing" at times but becomes much more than that as a whole.
整體卡司雖然堅強,但主角Isaac還是搶走所有人的丰采。
DS2可說是擁有最好的”鬼屋模式”之吸引力。設計小組剝離原作中會
拖延整體節奏的元素(路徑回歸、方位混淆等),讓玩家可以同時感受緊張與恐懼
交錯的明快節奏。比如說你得通過大廳、長廊,從A點到B點,應付突然出現的怪物,我知道”直線”兩字用在遊戲中是不好的陳述,但如果過程中充滿
驚悚、如天堂到地獄般的環境變化,那我也不忍再有任何苛責。
除此之外,聲音表現也不遑多讓,我常搞不清楚是遊戲中怪物移動的聲音還是
我家小狗在客廳翻弄東西所發出的聲音。這裡我稍微提到一些怪與遊戲的驚悚,
點到為止,不希望破壞你玩遊戲的興致,相信你能感受到那種”毛毛的”滋味,
然後整體上帶來的衝擊會在你想像之上。

I've already said that I've played the game over and over, so it's important to point out that no ride needs to be the same. Dead Space packs returning weapons such as the saw blade-spitting Ripper as well as brand new items like the Detonator and its trip mines. Each of these weapons -- along with your suit, telekinesis and stasis module -- can be upgraded for maximum ass-kicking, and then the progress can be saved and carried over to your next playthrough. These options and rewards are what kept me wanting to come back. There are tons of new suits (with new bonuses) to unlock and I always wanted to see what my next pimped-out weapon could do.
我已經說過我玩過一遍又一遍,每次玩都能有不同體驗。遊戲中收納
之前武器如saw blade-spitting Ripper或者全新武器如Detonator和trip mines,
這些武器和你套裝上的telekinesis & stasis模組都能升級來狠狠教訓怪物,
這些升級過的東西能帶到下一次的闖關,這樣的回饋成為我一直玩下去的動力,
有很多新的套裝可以嘗試(new bonuses),而我總想要看看新的武器能玩出什麼花樣。
舊 2011-01-24, 01:57 AM #119
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walkingdog離線中  
walkingdog
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加入日期: Dec 2002
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My desire to jump back in really speaks to the shift in Isaac's perspective this time around. Some fans threw hissy fits when Visceral said that there'd be more action in Dead Space 2, but it works and I love it. Isaac feels like a badass here, and he should. He's fought these monsters before and he's used these weapons before. The first game was a scared engineer tossed into hell. The second game is a guy who's lost everything to these monsters and really has nothing left to lose so hell yes he'll put his life on the line and shoot out an airlock if it means killing seven Necromorphs at once. Isaac is stronger here and I feel stronger playing as him.
我希望以Isaac的觀點來詮釋故事經過的願望在這次得以實現,
當設計小組說在DS2中會有更多情節分段,有些人發出異聲,
但結果是成功的,我愛死了。Isaac像個壞蛋,他本應如此。
他在之前已經幹掉太多怪物,使用各類變態武器,在一代是一個心存恐懼
的工程師被丟入地獄,二代則是一個已經失去所有東西的傢伙拿他的生命
當賭注,不顧一切找生路,縱使這代表他得一次幹掉7隻怪也不足為奇。
Isaac比以前更強壯了,我在扮演他的過程中能明顯感受到。

If you're truly devoted like myself, there's even a mode known as "Hardcore," and it's nothing less than sadistic. The enemies are at their toughest, the supplies are limited, there are no checkpoints, and if you die, you restart from your last save. Oh, and you can only save three times in the entire game. That's crazy talk, but damn, do I want to do it.
如果你和我一樣對此game那樣投入,遊戲中還有”Hardcore”模式,
這模式本身就是一場夢魘。怪物強到爆表,物資匱乏,
沒有任何儲存點,如果你死掉,你就必須從上次儲存的地方開始,
對了,你總共只能儲存3次,真的很瘋狂,但是,我想嘗試。

As much fun as all that is, the "go here and do this" structure does hamper the overarching story. The part about Isaac wrestling his demons is awesome, but the narrative driving the search for the Marker is a bit flat in comparison. Different characters are just popping up to tell you to go there and do that. I wouldn't have a problem with this structure if it ended with Isaac learning something or maturing as a protagonist, but we never get that moment where he takes charge of his own fate. He's always being pushed somewhere by someone.
雖然此game充滿樂趣,但”到某處做某事”的機制卻對精彩的故事內容造成影響。
Isaac對抗自己內心惡魔的部分很棒,相比之下,尋找Marker的過程就顯得
平庸無奇。不同的角色出現後告訴主角去哪裡、做什麼事。如果說主角從
這些東奔西走的過程學中到一些東西或者更加成長,我倒沒什麼意見,但事實是
主角對他的命運前途仍舊茫然不知,他總是被人吩咐到哪裡做什麼事。

Another stumble is multiplayer. I've played all of the game's five modes/maps, and none of them did anything for me. Players are broken into two teams: the humans have an objective and the Necromorphs are out to stop them at all costs. As a human, I'd run to an objective, hold out for as long as I could, and then get killed. As a Necromorph, I'd hope my minimal amount of damage dealt killed a weaken opponent or set the kill up for a friend. The pacing and vague objectives really didn't equate to fun. This isn't want I want out of a Dead Space experience.
另一個遺憾之處是多人連線部分,我已經玩遍所有五個模式及地圖,
感覺空空如也。所有玩家分兩組,扮演人類那組有一個目標要達成,
怪物那組不計一切代價要阻撓人類達成目標。身為人類,我必須衝到目標處,
奮力死守,然後被幹掉。身為怪物,我會希望我的攻擊能殺死一個被削弱的人類,
或者設定標示讓其他隊友來完成。這樣模稜兩可定位薄弱的目標實在無法
和”樂趣”兩字扯上邊,這實在不是我想要的DS多人連線之體驗。
舊 2011-01-24, 01:59 AM #120
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