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電視遊戲討論版>The Tomorrow Children
( ゚ω゚)? 01:32 AM 08-13-14
http://www.ign.com/articles/2014/08/...ildren-for-ps4

Gamescom: Q-Games Announces The Tomorrow Children For PS4

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Work together, comrade!
By Colin MoriartyToday, Q-Games revealed its brand-new game. It's called The Tomorrow Children, and it was created in association with Sony Worldwide Studios. It will be exclusive to PlayStation 4.






Unlike many of Q-Games' recent titles -- think of the PixelJunk series on PlayStation 3 -- The Tomorrow Children is 3D. It has the same look and charm of PixelJunk titles, however, although it's created around a unique twist that seems to be most reminiscent of Minecraft.
With Soviet-style music playing in the background, the game appears to be about cooperating with other characters to mine strange artifacts. The trailer above will explain more. Hopefully we'll get our hands on it soon.
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( ゚ω゚)? 07:50 PM 08-13-14
http://www.dualshockers.com/2014/08/...e-info-shared/

PS4 Exclusive The Tomorrow Children Uses New Ray Tracing Tech with Real Reflections; More Info Shared

by Giuseppe Nelva (1 hour ago) 2 @abriael
PS4News


Today at Gamescom I sat in a presentation in which Q-Games President Dylan Cuthbert shared more details about the lovely PS4 exclusive The Tomorrow Children, which was introduced yesterday with an impressive trailer.
Here’s a summary of the information he provided about the game:
One thing is for sure: The Tomorrow Children is definitely one of the most interesting games introduced at Gamescom. Cuthbert promised more info in a month or two, so stay tuned.
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( ゚ω゚)? 01:07 PM 10-25-14
Q-Games details visual tech behind The Tomorrow Children, first gameplay footage








Creating the beautiful, ground-breaking visuals of The Tomorrow Children on PS4

Hi everyone, today I’m going to talk a little about the tech behind The Tomorrow Children. Hopefully you’ve all seen the trailer and are wondering how the glory we managed to get that crazy surreal look we have.

When the project started we had a meeting with Mark Cerny and he said “I want Q-Games to do something that’s a little…outside the box”. So I took that to heart and decided to use the PS4′s awesome compute power to drive three things: Cinematography, Lighting, and Geometry.

Cinematography

So I immediately drove the technology towards “cinematography” which I think is a much more visually stunning style compared to CG that strives to be realistic. Realistic graphics give us directly what we can see, but cinematography also gives us what we imagine we’re seeing. So for example if you are looking at a green field on a cloudy day, the raw photons hitting our eyes are actually a bit of a dull green but the brain’s imagination (and this is different for every person) spruces up the image we are seeing, making it more stimulating and exciting.

Pretty much every movie you have ever seen has gone through this kind of ‘colour grading’ process, the most recent ‘fad’ of which is a process called ‘orange-teal’ which boosts orange in the highlights and blue in the shadows plus a number of other tweaks. Recent TV series such as Breaking Bad, Utopia and True Detective rely on this heavily to set up atmosphere and scene tone.

So I thought to myself, why not do this for games too – but not via a few simple ‘tone mapping’ parameters, let’s go the whole hog and create a professional cinematic colour grading process. And we have two major advantages over cameras and their sensors. The first is that a modern 3D pipeline generates a larger dynamic range of colour which gives us more freedom, and the second is that we have ‘Z’ information for every pixel which lets us introduce Z as a parameter into the colour grading process. This lets us do things such bring up black levels in the distance, or even swizzle colours around a little based on distance from the camera.

Lighting

Okay, with that cinematic feel to everything, we started investigating how to get a ‘pre-rendered’ look to our 3D in realtime and we decided we were going to have to go all out and do something that no-one is doing. So we researched and invented something called ‘cascaded voxel cone ray tracing’. The concept is a little complex but it involves calculating and storing light and its direction around the player as she moves in ever increasing cascades of data.

Because we have volumetric data (the voxel cone part) it means we can bounce light around fairly cheaply and any one pixel on the screen has up to three bounces of light hitting it, and from all directions too. Now, by the third bounce, the light is quite diminished in power but it makes that subtle difference that tricks the eye into thinking it is looking at something with true presence.

Interestingly most Pixar-style CG movies that you have seen are only using one bounce and although they beat us in detail because they can spend 30 minutes or more rendering one frame, our lighting is a lot more subtle and effective. For example, we can move a big red object around in real time and watch the sunlight reflecting off of it bounce onto the surrounding objects, and then watch that light bounce again onto other nearby objects that wouldn’t normally be lit (indirect lighting).

Geometry

Finally, we needed some other new tech to build the game around so we started looking into techniques to do deformable landscapes. We wanted something you could dig and mine, or create shapes in but we didn’t want anything too strongly grid based; we wanted it to feel more real. So we went with something called Layered Depth Cubes, which is a way to represent the world without using polygons. Instead, it’s represented as volumes, which are then converted to polygons as needed (for example if the player goes near them and they need to be actually drawn on screen).

The benefit of not using polygons means the data is far easier manipulate and we can do boolean options (addition/subtraction) on the data to cut out holes or to add details and the whole structure remains solid and intact.

The added advantage of course is this all ties in with the lighting above to give it quick, easy-to-access data structures to bounce its light through!

These are just three areas of technology we’ve created for The Tomorrow Children and without the amazing power under the hood in the PS4 none of them would be possible. The future of 3D graphics is here and it is beautiful!

Dylan Cuthbert - President and Executive Producer, Q-Games

blog.eu.playstation.com
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『庭』 05:44 PM 10-28-14
登記左Alpha 測試 , 不過未收到E mail通知
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wahz 05:58 PM 11-07-14
無情情收到港服test code

挑選準則 PS+ 一年內消費最多
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八仙果 07:21 PM 11-07-14
作者: wahz:
無情情收到港服test code

挑選準則 PS+ 一年內消費最多
反而想知點先算多?
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Hello MiMi 10:26 PM 11-09-14
我都中左
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安安 12:54 PM 12-08-14
https://www.youtube.com/watch?v=IhDf5wdIFbE Gameplay Demo - PSX 2014
作者: :

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( ゚ω゚)? 09:13 PM 12-23-14

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( ゚ω゚)? 07:15 PM 12-06-15




https://www.playstation.com/en-us/ga...-children-ps4/

Closed Beta Details



Register today to secure your closed Beta access. Must be 18 years old and have a valid United States or Canada PSN account.
Beta Dates: January 21-23, times TBD (subject to change)
Bonus: All Beta participants will receive an exclusive costume for the full game (seen to the right)

SIGN UP NOW



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aquarius 11:56 PM 12-08-15
北韓遊戲?
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pureman 09:38 PM 09-07-16
我都想知
未有review
創建包要155, 但佢講到遲d 會係免費game 咁?
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holsety 10:30 PM 09-07-16
我淨係想玩,並不想要成為中產。

目前Server 有火車彈game bug.
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舞風 09:45 AM 09-08-16
日PSN 比錢買咗建国者パック因為太夜返屋企玩咗半個鐘左右
我覺得其實幾好玩,隻GAME係做齒輪,唔鐘意玩呢類既覺得悶其實都好正常
利申:PS HOME以前成日去照英王國踩單車
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teealpha 09:59 AM 09-08-16
作者: holsety:
我淨係想玩,並不想要成為中產。

目前Server 有火車彈game bug.
過完個教學一上火車就彈左GAME

作者: 舞風:
日PSN 比錢買咗建国者パック因為太夜返屋企玩咗半個鐘左右
我覺得其實幾好玩,隻GAME係做齒輪,唔鐘意玩呢類既覺得悶其實都好正常
利申:PS HOME以前成日去照英王國踩單車
日版+1,2700YEN唔算貴,不過唔知遲D會唔會有STEAM版
琴晚十一點幾買完dl完開始玩……然後玩到俾屋企人嘈我去瞓時已經三點
好鬼前蘇聯背景婊緊共產,教學其實冇乜野教到你,要自己入GAME摸索

P.S. 強迫症患者慎入,好易唔覺唔覺搬左幾個鐘貨
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舞風 10:08 AM 09-08-16
作者: teealpha:
過完個教學一上火車就彈左GAME



日版+1,2700YEN唔算貴,不過唔知遲D會唔會有STEAM版
琴晚十一點幾買完dl完開始玩……然後玩到俾屋企人嘈我去瞓時已經三點
好鬼前蘇聯背景婊緊共產,教學其實冇乜野教到你,要自己入GAME摸索

P.S. 強迫症患者慎入,好易唔覺唔覺搬左幾個鐘貨
我12點先打但冇彈game,拎O個500蚊我摸好耐先摸到點拎
呢隻野仲要唔駛PSN+都已經可以玩真係算係咁

我做咗好耐發電機

DL咗件制服未?
http://www.jp.playstation.com/scej/t...dren/download/
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holsety 10:47 AM 09-08-16
昨晚11:30pm入得返。揀左個荒廢少人server,方便起屋投票。電用得好快,跑左一晚發電機~ 加盡敏捷好勁~~玩唔停。
隻game 玩contribute, 啱曰人多過港人。。。
幾時有得買同志召喚邀請朋友做無剷XD
每個中剷可拉5個無剷?
愛國者Skin 港伏冇吧?
暫時著工程師w
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teealpha 11:10 AM 09-08-16
作者: 舞風:
我12點先打但冇彈game,拎O個500蚊我摸好耐先摸到點拎
呢隻野仲要唔駛PSN+都已經可以玩真係算係咁

我做咗好耐發電機

DL咗件制服未?
http://www.jp.playstation.com/scej/t...dren/download/
500蚊我都唔知邊度攞
加愛國心既制服實在太好了

作者: holsety:
昨晚11:30pm入得返。揀左個荒廢少人server,方便起屋投票。電用得好快,跑左一晚發電機~ 加盡敏捷好勁~~玩唔停。
隻game 玩contribute, 啱曰人多過港人。。。
幾時有得買同志召喚邀請朋友做無剷XD
每個中剷可拉5個無剷?
愛國者Skin 港伏冇吧?
暫時著工程師w
我琴晚入左個好多人既SERVER(個RANKING板排到66),冇位起屋,今晚應該都要搵過個少D人既先得

人力發電我而家一轉最多10x瓦電,不過如果整到火力發電的話就唔會自己扮倉鼠跑,掟D樹果落去燒可以攞多D經驗值
垃圾箱又係神奇野,我執個路牌掟落去,竟然噴返幾十舊資源出黎…跟手我又係攞去燒成自己EXP

可能要開攻略區ADD FD玩先掂,人太少好難搞
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teealpha 11:10 AM 09-09-16
琴晚係咁彈火車,彈左三四次先入到個城…

有冇人知有個無線通訊任務叫你交三粒水晶點做?
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hiuming777 10:40 AM 09-10-16
不知為何購買面沒有1000幣送,創件包任何內容都冇......
由手機版發出
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holsety 11:08 AM 09-10-16
作者: hiuming777:
不知為何購買面沒有1000幣送,創件包任何內容都冇......
由手機版發出
menu 中按三角形新增自由幣可下載免費dlc 1000 幣
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hiuming777 05:22 PM 09-11-16
作者: holsety:
menu 中按三角形新增自由幣可下載免費dlc 1000 幣
就係冇xdd
我都唔知咩事~xd
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holsety 07:44 AM 09-12-16
作者: hiuming777:
就係冇xdd
我都唔知咩事~xd
bug jor?
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血之淚 11:59 AM 09-12-16
入坑
有冇咩能力係必點
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舞風 11:36 AM 09-10-16
作者: hiuming777:
不知為何購買面沒有1000幣送,創件包任何內容都冇......
由手機版發出
基本係咁,大家都係咁拎...原本日版得500咁少既
http://www.jp.playstation.com/op/the...9/info018.html
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