安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
No, the cut-scenes are pre-rendered with the effects baked in.
Ah, okay, thank you for answering me :D
How about to switch them back to real time in-engine footage it was originaly recorded from? I would rather see loading screen but clean cutscene without those ugly effects and with scalable 4k graphics.
At least re-render them IN REAL 1080p@60 without those effects and apply effects as overlay (you can pre-render them with transparent bg or apply shaders in real time) above clean video footage, so that overlays can be switched off!
Prebaking thing - shortsighted and bad practice, but its never to late to fix this mistake.
And never ever do any pre-rendered cut-scenes in your games again! Its 2016 - time when real time cutscenes with high resolution, AA, and shader injections looks way better than pre-renders, and real time scenes takes much less space!