現在都在強調1080P!!但是好像遊戲幾乎都沒到!

X-Rock wrote:
360的倍頻是由獨立的晶片來處理的
只是由軟體來設定輸出值而已
所以是硬體處理,而非"軟體訊號增強"


簡單來說,就是以下幾個重點:
1.沒有原生1080p的遊戲可以輸出。
2.XBOX360可以透過晶片來做硬體倍頻。

就這樣兩個重點而已...有必要大家這樣吵嗎?
花田少年郎 wrote:
那我也提供下好了這是...(恕刪)

底下是bugie對於halo3的聲明. halo 3在同時跑了兩個640p frame buffer.
單張抓圖不能做準, 按照正常的算法那應該是1280p....

底下是bugie的官方聲明 可於官方網站找到

One item making the interwebs rounds this week was the scandalous revelation that Halo 3 runs at "640p" which isn't even technically a resolution. However, the interweb detectives did notice that Halo 3's vertical resolution, when captured from a frame buffer, is indeed 640 pixels. So what gives? Did we short change you 80 pixels? Naturally it's more complicated than that. In fact, you could argue we gave you 1280 pixels of vertical resolution, since Halo 3 uses not one, but two frame buffers - both of which render at 1152x640 pixels. The reason we chose this slightly unorthodox resolution and this very complex use of two buffers is simple enough to see - lighting. We wanted to preserve as much dynamic range as possible - so we use one for the high dynamic range and one for the low dynamic range values. Both are combined to create the finished on screen image. This ability to display a full range of HDR, combined with our advanced lighting, material and postprocessing engine, gives our scenes, large and small, a compelling, convincing and ultimately "real" feeling, and at a steady and smooth frame rate, which in the end was far more important to us than the ability to display a few extra pixels. Making this decision simpler still is the fact that the 360 scales the "almost-720p" image effortlessly all the way up to 1080p if you so desire. In fact, if you do a comparison shot between the native 1152x640 image and the scaled 1280x720, it's practically impossible to discern the difference. We would ignore it entirely were it not for the internet's propensity for drama where none exists. In fact the reason we haven't mentioned this before in weekly updates, is the simple fact that it would have distracted conversation away from more important aspects of the game, and given tinfoil hats some new gristle to chew on as they catalogued their toenail clippings.


以現在的技術來看
要真正完全1080p還要一段時間來轉變
我覺得720p就夠用了
最主要的還是要看到底有什麼好玩的遊戲
值得自己花時間一玩在玩
這才是娛樂的目的
所以...用色差就夠了嗎

對了,還有一點想請問....可以關掉晶片做原生的輸出嗎


Everything is amazing. No one is happy.
我覺得一大堆人都模糊了焦點

某甲主機還沒發售時就是主打1080p,還恥笑某乙主機是過時的產物
某甲主機號稱可以完全模擬某乙主機
結果某甲主機不但真實1080p遊戲很少,甚至跨平台遊戲畫面百分之90以上輸給乙
這是怎麼回事???

某乙主機本來就不是主打1080p,但可靠晶片倍頻成1080p,且有少數遊戲是真實的1080p

差別在哪看出來了嗎???



某甲主機真是只會嘴炮
某甲主機晚人一年出,畫面上還會輸,這跟以往的經驗看來真的不可思議
某甲主機理論上靠著以往打下的根基,應該秒殺其他主機才對,結果銷售量是最後一名




重點是...美麗塊魂只出在X360上,PS3再強大也玩不到呀。

有沒有1080P關遊戲什麼事? Wii也沒有1080P還不是賣得嚇嚇叫。

不管1080P還是720P,能玩遊戲的就是好主機。
sien wrote:
所以...用色差就夠...(恕刪)


1. 1080p的畫面,的確用色差就夠了! 但現在大部分電視的色差只支援D4(1080i/720p), 而HDMI反而有支援1080p, 所以HDMI 1080p算是比較方便的方案。

2. Xbox360 的倍頻計算算是不錯了! 雖然有點模糊,但也算是一種特色! 而且Xbox 360的焦點外模糊效果的確不錯! 玩起遊戲有種快感! 總比PS3的一大堆鋸齒好多了.....(斜線不像斜線,弧線不像弧線)

3. Xbox 360跟 PS3雖然同樣是512MB的記憶體,但OS所佔容量的差異,卻影響到顯示的效果,以及遊戲系統所能使用的記憶體空間。 像刺客教條,PS3版原本會固定在某一場景當機,而Xbox360版的不會,而該場景是需要大量記憶體空間。(本人推測最新的Xbox 360 OS容量約9MB以下,而PS3一直是一百多MB.)
說真的1080p/720p/1080i 用肉眼還真的很難分辨
現在的遊戲頂多都支援到720p就很不錯了

wii也是沒辦法有超高畫質一樣照賣
所以證明了畫質並不能決定遊戲機的生死

遊戲內容以及耐玩度比較重要. 畫質倒是其次
這裡有點巴哈的味道了
開版者只是問現在有哪些1080p的遊戲

怎麼到後來又演變成了玩家主機的對立.....

有1080p的遊戲,個人覺得不少阿
不過是從包裝上看來的,至於是原1080p,還是升頻後的就不清楚了
我也是覺得 遊戲 內容 比較重要

但可以上1080p 也是很好的
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