I-Ghostwire: I-Tokyo kwi-PC iphawula ukuqala kwe-DLSS imbangi enomtsalane
– Reviews Iindaba
I-Ghostwire: I-Tokyo ngumdlalo onezinto ezininzi ezimangalisayo malunga nenkcazo yobugcisa. I-Developer Tango Gameworks inikezele ngombono womdlalo ongalindelekanga osongelwe kwi-injini eyahluke kakhulu kwizihloko zangaphambili ezikwaziyo ukunikezela ngenqanaba elikhethekileyo lomzobo ofihlakeleyo. Ukumka kuhlobo lwabo olusekwe kwi-idTech ye-Unreal Engine 4 ngokucacileyo yayiluncedo olukhulu kwiqela, kodwa saya kuhlobo lwePC yesihloko ngokoyikeka okuthile. Uninzi lwamazibuko ePC amva nje luza namanqanaba angenelelayo e-stutter abenempembelelo enkulu kumava ewonke, kungakhathaliseki ukuba i-hardware yakho inamandla kangakanani. Oku kuxhaphake ngakumbi kwi-Unreal Engine 4 izihloko, kwaye ngelishwa, i-Ghostwire: I-Tokyo ayifani nayo.
Kwaye kuyakhathaza ngokwenene, kuba kuninzi ukonwabela ngokubonakalayo, ngakumbi malunga neempawu zomkhondo we-ray. Kwi-PC kunye ne-PlayStation 5, i-ray tracing reflections iwuba umboniso. Imiboniso ye-RT isetyenziswa ngokukhululekileyo e-Ghostwire: e-Tokyo, ngakumbi kwiindawo ezibonisa kakhulu, apho isiphumo sesipili esigqibeleleyo siphunyezwa. Oko kuthethiweyo, zikwasebenza nakwimathiriyeli e-opaque ngakumbi, enenkangeleko ethambileyo, egqwethekileyo ebiza kakhulu kodwa yongeza inyani enkulu ekukhanyeni.
I-Ghostwire: I-Tokyo Ifumana unyango lwe-PC Tech Review kwi-Digital Foundry, ibanjwe ngu-Alex Battaglia
Ngokunikwa isixa se-neon, iimpawu ze-LED, kunye nezinto ezibengezelayo, ukuboniswa kwemitha kwimvula yaseTokyo kuhlawule kakhulu: eyona nto isezantsi kukungabikho kokubonakaliswa kwe-RT kwizinto ezibonakalayo ezinje ngeglasi, apho imbonakalo yesithuba seSkrini kunye neemephu zetyhubhu zisebenza njengendawo yokukhanya. ubuyela kundalashe. Oku kukwaneliseka okunengqiqo, kodwa ngokuqinisekileyo singathanda ukubona ukhetho olwahlukileyo kwiPC ukongeza imiboniso ye-RT ecacileyo yokukalwa kwexesha elizayo. Izithunzi ze-RT zikwasetyenziswa ngokukhethiweyo, ukuya kwindawo apho zinqabile kangangokuba asiqinisekanga ukuba kufanelekile ukusebenzisa uphawu kwiisetingi eziphuculweyo.
Nangona kunjalo, iindleko zesixhobo sokusebenzisa iRay Tracing zibalulekile nokuba usebenzisa i-RTX okanye i-RDNA 2 GPU, kodwa kulapho ikhoyo. kakhulu umdla. Iindaba ezilungileyo kukuba i-DLSS iphunyezwe kakuhle kumakhadi e-Nvidia, kodwa i-Tango Gameworks iquka i-FSR 1.0 kunye ne-TSR - i-Temporal Super Resolution. Njengoko sisazi, olu luphawu lwe-UE5, njengoko lubonwa kwi-Matrix Awakens, kodwa ubungqina bubonisa ukuba nayo ichazwe ngempumelelo kwi-UE4. Ngokusekelwe kuvavanyo lwethu oluthelekisa i-FSR, i-DLSS, kunye ne-TSR ngokunyuka ukuya kwi-4K ukusuka kwi-1080p, iteknoloji entsha ibonakala inexabiso elifanayo lesiseko njenge-DLSS kwaye inika umgangatho ophezulu kakhulu kune-FSR 1.0. Ayihambelani nomgangatho we-DLSS kwizinto ezinzima ngakumbi njengezinto ezihamba ngokukhawuleza ezikufutshane nekhamera (njengezandla zomdlali, iinwele, uhlaza, okanye iziphumo zamasuntswana), kodwa isengumnikelo onika umdla.
I-Tango Gameworks isenokungagqitywa okwangoku - ngokutsho komsebenzisi we-Twitter i-FPS kunye noVavanyo lwedatha yeTekhnoloji, iFSR 2.0 kunye ne-Intel XeSS yokukala inokuza ngexesha elifanelekileyo. I-TSR ayikhawulezanga njenge-FSR 1.0 e-Ghostwire: eTokyo, kodwa kusafanelekile ukuqwalaselwa kubasebenzisi abanekhadi lemizobo le-RDNA 2.
Ukufumana ezona zicwangciso ziphuculweyo, siqale ngokujonga indlela iTango Gameworks iwulinganise ngayo umdlalo wePlayStation 5. Ukukhanya kwehlabathi jikelele kusebenzisa isisombululo sesoftware ye-SSGI ye-SSGI yokulandelela isoftware kuwo omabini amaqonga - imilo, kodwa i-PlayStation 5 version isetyenziswa kwiPlayStation 5. ukuchaneka okuphantsi kakhulu. Apho izithunzi ze-RT zingasetyenziswanga, i-PS5 isebenzisa iimephu zesithunzi ezifana nezo zibonwa kulungiselelo oluphakathi kwi-PC. Imiboniso ye-RT inoseto lwesisombululo esisezantsi sePC kodwa inguqulelo yePS5 ibonakala inenkangeleko eyahlukileyo ngokupheleleyo kwimbonakalo yayo emdaka, mhlawumbi ngenxa yokuba isebenzisa ukulunga okwahlukileyo okanye i-denoiser eyahlukileyo, kunzima ukuyixela. Xa idityaniswe nemiboniso ye-RT ephantsi, i-PS5 isebenzisa ukusetwa kokunciphisa okunciphisa uluhlu lwezinto ekubonakalisweni. Kwaye ekugqibeleni, kukho izithunzi ezilandelwa yiray kwiPS5 esebenzisa ngokufanayo useto oluphantsi.
Ngelixa iisetingi zePS5 zihlala zikuluhlu olusezantsi / oluphakathi, kubalulekile ukwahlula le leyibhile kwinkangeleko yokwenyani yomdlalo Kwikhonsoli entsha yakwaSony, iGhostwire: ITokyo isajongeka ilungile. Ngokumalunga noseto olulungisiweyo, siya kunamathela kweyona PS5 ikufutshane eelingana njengoko kuchaziwe apha kodwa ngee-tweaks ezimbalwa. Inguqulo ye-console isebenzisa i-FSR 1.0 yokulinganisa kodwa singathanda ukuyibuyisela nge-TSR okanye iteknoloji ye-DLSS. Ngeli xesha, i-PS5 ibonelela ngezithunzi ze-RT, kodwa sicebisa ukuba zikhubazeke ngokupheleleyo kwiPC ukuze ufumane ukusebenza ngelixa uncama kancinci kwizinto ezibonwayo zomdlalo.
Iisetingi ezilungiselelwe | I-PS5 HFR - Imo yomgangatho | |
---|---|---|
Uhambo lwenqubo | Ukhetho lomsebenzisi | Ukhetho lomsebenzisi |
Umgangatho we-SSS | Phantsi / Phezulu (akukho mahluko) | Phantsi / Phezulu (akukho mahluko) |
I-Global Illumination | I-SSIG | I-SSGI (ukuchaneka okuphantsi) |
Umgangatho wemephu yesithunzi | indlela | indlela |
Inqanaba lomgangatho wosasazo | 2 | Ayingeni |
Umgangatho wokuthungwa okuqhubekayo | eliphezulu | Ayingeni |
Laser umkhondo | Mhlekazi | Mhlekazi |
RT isithunzi umgangatho | ikhubaziwe | Petite |
Umgangatho Riflessi RT | Petite | Ngaphantsi kwePC "Phantsi" yokusetha kwangaphambili |
RT umgangatho ukuxhelwa | Petite | Petite |
Ukulungiswa komfanekiso | TSR/DLSS | Ukusebenza kweFSR 1.0 |
Ukuza kuthi ga ngoku kuhle kakhulu kodwa, njengoko besitshilo ngaphambili, ukusebenza kuyingxaki kwaye kungenxa yokuba, kwakhona, sinesihloko esiphindwe kathathu A esiza kunye neziganeko zokuthintitha ezingalindelekanga, mhlawumbi kwaye ngenxa yokuhlanganiswa kwe-shader. Ukuphinda uhlaziye, ikhowudi nganye ye-shader ye-GPU yahlukile kwaye, ngokungafaniyo nekhonsoli, abaphuhlisi abanako ukubonelela ngekhowudi esele ihlanganiswe. Kwenzeka ntoni kwinguqulelo yePC endaweni yoko kukuba i-shaders iyahlanganiswa kwaye emva koko igcinwe kwimfuno, echaphazela kakubi umgangatho wamava.
Uninzi lufunde ngoku
Ixesha lokuqala udubula, okokuqala udibana nesiphumo esitsha, okokuqala ufunda i-mechanic entsha - konke kukhatshwa sisithinti esisodwa. Ngalo lonke ixesha into entsha, nokuba yahluke kancinane, isenzeka, njengokusebenzisana nemilo eyahlukileyo yento edadayo ngokomzekelo, imilo entsha nganye yaloo elementi ivelisa ithintitha yokwakha i-shader.
Le yinto egqubayo kwaye iyacaphukisa: akukho mdlalo kufuneka uthunyelwe ngale ndlela kuba uyonakalisa amava okuqala. Ekuphela kwendlela yokudlala ngokutyibilikayo kukuba kubekho omnye umntu oqhuba umdlalo wakho kuqala ukuze ubambe i-shaders kwaye uqinisekise amava agudileyo okwesibini. Oku, kunjalo, sisisombululo esinzima ukusisebenzisa, ngoko singathanda ukuba iTango Gameworks ilungise le ngxaki, mhlawumbi ngokuqulunqa i-shaders efunekayo xa ulayisha.
Kuyaxaka ukuba zingaphi iinqanawa ezikwiprofayili ephezulu ngale ngxaki, kwaye kwimeko ye-Ghostwire: Tokyo, lihlazo lokwenyani. Imiboniso ye-RT yalo mdlalo iphunyezwe kakuhle kwaye iyamangalisa into yokuba ibonelela ngeenketho ezinjalo ezinobunzima kunye nomgangatho womfanekiso ogqwesileyo kwi-non-RTX GPUs enkosi kwi-TSR. Noko ke, oku kuthintitha okuphawulekayo kwasithintela ekubeni sikusebenzise ngokupheleleyo oko. Kukho izisombululo kulo mba, ke sihlala siqinisekile ukuba kukho into enokwenziwa malunga noku ngesiziba sexesha elizayo.
SOURCE: Uphonononga Iindaba
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