原文恕刪
https://reurl.cc/gQ8VdL
翻譯個人有興趣的部分
God of War: Ragnarök on PS5 is like a maxed-out PC port with flawless
performance
A different take on cross-gen development.
標題:PS5 上的諸神黃昏就像一個表現完美的 PC移植
副標:對跨世代開發的不同觀點
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點,遊戲的照明已經進行了重大改革,尤其是在間接照明方面。
是的,它是預先計算好的,但它在近似光表現做得更好。光線照入封閉空間,間接照亮
了Kratos周圍的環境,令人陶醉。
這可能是對之前遊戲的最有感的加強。戰神 2018 無疑是一個美麗的作品,但間接照明環
境常遇到可見光洩漏和其他與光線相關的問題。
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.
諸神黃昏中的事先光照解析度增加,減少了漏光問題。藉著PC版戰神2018中有的SSDO(螢
幕空間定向定向遮蔽)進一步增強了這一點
SSDO用來模擬空間中的間接光照的單次反射,有助於更好地定位環境中的角色和對象
細節水平也得到提升....以下略
小結:光照表現較前一代進步,雖然是手工打造
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....增強的曲面細分是為 PS5 用戶提供的另一項功能,這可以提高地表的細節,結
合更精確的材質,產生更具細節的畫面。
小結:相較PS4版PS5版更多細節
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(戰神2018)表現較弱,很多區域都都只是低解析度的立方體貼圖,,,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.
諸神黃昏以幾個方式改善了這點(光反射)
1 雖然不支援硬體加速光追,但諸神黃昏跟黑手黨重製一樣精心手工打造貼圖
2 結合更加進步的螢幕空間反射
小結:再次強調諸神黃昏的光照靠著手工打造較前代進步
解析度那幾段就沒有翻譯了
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,選高更新率性能模式是最讚的
沒有VRR,選60Hz性能模式
中間全部省略
結論
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.
這讓我們回到了跨世代的話題——《戰神:諸神黃昏》無疑的是一款 PlayStation 4 遊
戲,它在 PS5 上有了諸多增強。整體而言,它運作得很好...中略
作者相當肯定,純 PS5版 戰神”遊戲不會提供完全鎖定的 60fps,更不用說在高性能模
式下獲得的 80-90fps(言下之意就是PS5根本沒被榨乾XD)
從某種意義上說,在 PS5 上玩這款遊戲就像在遊戲 PC 上玩其他多平台遊戲一樣。
心得: 諸神黃昏相較前代在光照和材質(PS5版限定)有進步。相信下一代PS5獨佔戰神一定
會有更強表現