#31 Napisany 08 czerwca 2012 - 20:03
#32 Napisany 08 czerwca 2012 - 20:37
#33 Napisany 08 czerwca 2012 - 20:55
#34 Napisany 08 czerwca 2012 - 20:56
Batman-kombinezon na wiiu ma mniej szczegolow.
Miasto w tle sprawia wrazenie biedniejszego. Joker-podobny pulap.
#35 Napisany 08 czerwca 2012 - 21:00
Wszystko będzie zależeć od developera.
#36 Napisany 08 czerwca 2012 - 21:14
Dlatego napisałem ,że ma inny kombinezon.LOL
Batman-kombinezon na wiiu ma mniej szczegolow.
Miasto w tle sprawia wrazenie biedniejszego. Joker-podobny pulap.
Developer Interview
#37 Napisany 12 czerwca 2012 - 08:32
The new Batman: Arkham City Armored Edition was the obvious focus for Nintendo at the conference. Rocksteady's classic game has been augmented with a number of Wii U-exclusive features, mostly centred on the use of the tablet when playing with Bruce Wayne's "wonderful toys". But it is important for other reasons too - not least because it's the first chance we've had to assess the performance of Unreal Engine 3 on the new hardware. We've excised a range of direct-feed clips from the Nintendo conference, analysed them and come up with some interesting results.
Unreal Engine 3 titles on Xbox 360 and PlayStation 3 typically cap at 30 frames per second, dropping v-sync when frame-rate dips under the target. Existing versions of Batman: Arkham City follow the same pattern, though curiously its TriOviz 3D mode is completely unlocked, resulting in frame-rates at anything up to around 45FPS on Xbox 360, and a little lower on PlayStation 3. In normal 2D mode, the 30FPS cap is implemented in order to maintain an overall consistency to the whole experience.
On the Wii U, the entire presentation is v-synced from start to finish, and there's a definite feeling that performance suffers a little as a consequence, with some noticeable judder. However, it is worth checking out the full video of the entire walkthrough for additional context, as there is a rich amount of material often playing simultaneously on the second screen.
Arkham City is an interesting case in that we have a game that by default has a whole series of enhancements available to the developers courtesy of the existing PC version. Many of these are DirectX 11-based, so almost certainly beyond the reach of the Wii U GPU, but there are a range of tweakables available within the inner workings of the Unreal Engine - draw distance and the like - that the creators of the new version could draw upon.
We pulled a number of shots from the Wii U footage released by Warner Bros. and went back to the original PC/Xbox 360/PS3 versions in order to get some idea of the direction taken, and came up with some intriguing conclusions.
First up, in this comparison shot taken from Two-Face's head-to-head with Catwoman, we find that the Wii U version offers up obvious improvements in terms of texture resolution, and something we didn't notice in our original Face-Off: the PC version runs this scene in real-time, while the Xbox 360 and PS3 versions appear to be offline renders presented via FMV, which may explain deficiencies in image quality.
As we're comparing a lossy Wii U grab up against pristine HDMI captures, we can't confirm whether Wii U is rendering this in real-time or not - but it is telling that even with this disadvantage the additional detail in the new game resolves easily. However, even if the Wii U title is using an offline render in a video sequence, it would demonstrate that brand new assets have been created for the Wii U version that would more fully utilise the 25GB of Blu-ray storage - something we didn't even see in the PS3 game.
Now here's where things get really interesting. This next shot, taken from the exploding bell tower scene after Batman's first confrontation with Harley Quinn, demonstrates that the developers of the Wii U game have opted to go off in their own direction in a remarkable manner. We see a very close level of overall parity between Xbox 360, PS3 and the DX11 PC version running at 1080p/max settings. However, Wii U demonstrates a number of changes.
First of all, there are fundamental differences in the lighting model - positioning is different, and some light sources are added, others taken away. Wii U also seems to be sporting motion blur, different settings in the atmospheric rendering, along with the addition of brand new assets to the scene - not just the banners hanging from the tower, but new textures in some places too - it actually seems to be more accurately representing the look of the building when you first make your way towards it after saving Catwoman in the game's first chapter.
The scene is dramatically transformed but where there are some new additions, we also see cutbacks too. Long-range draw distance appears to be pared back noticeably, while in the mid-distance we see missing buildings, and the introduction of minor new scenery like additional water towers. Curiously, thin geometry seems to be entirely absent in places for some reason. We won't draw definitive conclusions until we're hands-on with actual code but it does seem to suggest that elements have been added and removed to better suit the capabilities of the hardware.
We're also fairly sure that the basic console 720p presentation has been augmented with FXAA or some equivalent post-process anti-aliasing, which is present in all the gameplay clips, but disabled when "detective vision" is in play. The PS3 and 360 versions feature no anti-aliasing at all.
http://www.eurogamer...vs-wiiu-e3-2012
#38 Napisany 18 listopada 2012 - 09:18
http://uk.ign.com/ar...-edition-review
Ocena :9.5
Ten post był edytowany przez Malutki dnia: 18 listopada 2012 - 09:19
#39 Napisany 18 listopada 2012 - 20:46
#40 Napisany 19 listopada 2012 - 16:39
#41 Napisany 30 listopada 2012 - 01:51
Widzę, że Catwoman jest
#42 Napisany 30 listopada 2012 - 08:13
#43 Napisany 30 listopada 2012 - 09:14
#44 Napisany 30 listopada 2012 - 17:42
#45 Napisany 30 listopada 2012 - 18:42
#46 Napisany 30 listopada 2012 - 20:35
#47 Napisany 30 listopada 2012 - 21:46
#48 Napisany 30 listopada 2012 - 22:26
#49 Napisany 30 listopada 2012 - 22:28
Przecież pasują, Ivy swój ewidentnie zwinęła z Gyrosów.Ale słabizna... Żeby te pancerze jeszcze jakoś pasowały dizajnem.
#50 Napisany 13 czerwca 2013 - 16:51
#51 Napisany 13 czerwca 2013 - 16:58
#52 Napisany 13 czerwca 2013 - 19:29
Jak już jest, to nikt go nie będzie ruszał, Czesław. Po prostu nie będą powstawały nowe.
#53 Napisany 21 sierpnia 2014 - 20:01
http://nikogoforum.p...an-arkham-city/
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