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
"Of the many additions, Crystal Dynamics' use of Side Effects' Houdini software is the most impressive. With this package highly realistic water effects and avalanches were created offline, recorded as Bink videos, and dynamically merged into real-time cutscenes to display visual effects that would be otherwise impossible to render. Less accurate effects could be rendered in real-time, though they wouldn't appear anywhere near as dramatic or thrilling."
In other words, there's no alternative to the integrated video of the avalanche; that's how they made it work in the game, period. But there are pre-rendered cutscenes that do not contain any elements which the in-game engine is incapable of generating, and as a result I don't understand why they aren't just real-time cutscenes.
So, regardless of whether these two things share the same video codec or file format or whatever else, I view them as completely unrelated aspects of the presentation.
I never experienced any stutter, better re check your video card.
Nope, it's 30fps because it's simply a pre rendered cutscene. Cutscenes for the consoles are always 30fps.