امتیاز سایت‌ها و مجله‌ها به G.r.a.w 2 نسخه‌ی Ps3

Emin3mzizou

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Sep 9, 2006
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بازی Tom Clancy's Ghost Recon Advanced Warfighter 2 نسخه ی PS3 از IGN امتیاز 8.3 زو گرفت . اینم ریز نمرات قسمت های مختلف بازی :

8.0 Presentation
The whole game is immersed in this digital-intel view, and it comes across in the stylized yet simple to use menus. 8.5 Graphics
The detail on Mitchell and all his gadgets is awesome and so are the settings you'll see and the explosions you'll set off. 8.0 Sound
The explosions are crisp, and the silenced shots sound good, but I could have done with some more dialogue from the Ghosts and my aforementioned soldier needs to stop screaming the same thing. 8.0 Gameplay
The controls are easy to use, the missions are fun, but the Sixaixs is lame and sometimes Mitchell would roll for no reason. 7.5 Lasting Appeal
The single player campaign isn't super long (10+ hours), but it's designed to have you go through it again and try for better stats. 8.3
Impressive OVERALL
(out of 10 / not an average)

خوبه بدونید GRAW 2 نسخه ی X360 از IGN امتیاز 9.1 رو گرفته بود .

GameSpy به هر 2 نسخه ی بازی امتیاز 5/5 رو داده .


Playstation Official Magazine UK : 8 / 10


PSM3 Magazine UK : 86 / 100

من به شخصه فقط منتظرم ببینم Gamespot به نسخه ی PS3 بازی چه امتیازی میده. چون فقط امتیاز این سایت رو قبول دارم . این سایت به GRAW 2 نسخه ی X360 امتیاز 8.7 رو داد ;)
 

Emin3mzizou

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Sep 9, 2006
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درسته الان امتیازها نیم نمره نیم نمره بالا میره و امتیاز 8.7 در این سیستم امتیاز دهی جدید GameSpot دیگه هیچ معنایی نداره .
من میگم GRAW 2 نسخه PS3 حداقل 8 و حداکثر 8.5 میگیره از این سایت ;)
 

trancearena

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Dec 1, 2006
366
خوب GameSpot هم این بازی رو Review کرد و امتیاز 8.5 رو به بازی داد.

The Good:
* Intense, gritty modern infantry combat
* Impressive multiplayer suite with countless combinations of competitive and cooperative game modes
* Good looking graphics and excellent sound effects.

The Bad:
* The single-player campaign is over before you know it
* Since GRAW2 is the first GRAW game for PS3, you feel like you're missing part of the story.

در مورد تفاوتش با نسخه x360 هم اینو میگه:
the PS3 suffers from a bit more aliasing than the Xbox 360, the colors are duller, and the frame rate struggles at times.
نسخه PS3 از Aliasing (لبه های دندانه دار) بیشتری نسبت به نسخه x360 رنج میبره (البته خیلی کم) , رنگبندی هم کند و یکنواخت و فریم ریت هم در حال حاظر داره جون میکنه و دست و پا میزنه!
 

finalgod

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Aug 3, 2006
89
یه سال گذشته از نسخه 360 ؟ اینهمه روش کارکردن و کلی چیز اضافه کردن ولی باز هم .....:biggrin1:

یه سال:eek: بابا GRAW2 نسخه 360 هنوز 6 ماه نشده اومده march2007 .مثل همیشه اومدی یه چیز گفته باشی خوب معلومه که کمتر میگیره چون سیستم امتیازدهی Gamespot فرق کرده نمیاد که همون 8.7 رو بش بده (حالا کی میگه همون 8.7 رو میگیره:biggrin1:)
 
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Gartall

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Nov 30, 2006
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به نظر من هنوز نتونستن از قدرت ps3 استفاده كنند :laughing:
تا كي ميخواد اين موضوع ادامه پيدا كنه خدا .
خداي ما را به قدرت اصلي ps3 برسان تا بازي هاي كه با تاخير فراوان به ps3 ساخته ميشند حداقل گرافيك يكساني داشته باشه !
خدايا اون روز را نيار كه ما قدرت اصلي ps3 را زماني ببينيم كه xbox 3 ساخته شده باشه :cheesygri
همه ما آرزومند هستيم !

البته اشتباه فكر نكنين ها......... فقط آرزو دارم تا ببينم اين قدرت بيشتر كي نشون داده ميشه .
 
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Lich King

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Sep 22, 2005
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دوستان یه مسئله ای رو در مورد این جور تاپیک هایی که تازگی ها تو بورس اومده که مثلا " امتیاز سایت‌ها و مجله‌ها به xxx" بگم، فقط برای بازی های بسیار مهم و معروف هست. نه اینکه هر بازی ای که میاد این سبک تاپیک بخواد برای نمراتش ایجاد شه!
بازی های معمولی و نچندان معروف رو می شه در همون تاپیک های اختصاصی خودشون در انجمن پلتفورمشون در مورد امتیاز هاش صحبت کرد.

با تشکر
 

Emin3mzizou

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Sep 9, 2006
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دوستان یه مسئله ای رو در مورد این جور تاپیک هایی که تازگی ها تو بورس اومده که مثلا " امتیاز سایت‌ها و مجله‌ها به xxx" بگم، فقط برای بازی های بسیار مهم و معروف هست. نه اینکه هر بازی ای که میاد این سبک تاپیک بخواد برای نمراتش ایجاد شه!
بازی های معمولی و نچندان معروف رو می شه در همون تاپیک های اختصاصی خودشون در انجمن پلتفورمشون در مورد امتیاز هاش صحبت کرد.

با تشکر

البته حرف شما درسته اقا اشکان اما فک نمیکنم G.R.A.W 2 جزو بازیهای معمولی و نه چندان مهم محسوب بشه ;)
 

Behzad

Come on it's time to go
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Sep 22, 2005
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در مورد تفاوتش با نسخه x360 هم اینو میگه:
the PS3 suffers from a bit more aliasing than the Xbox 360, the colors are duller, and the frame rate struggles at times.
نسخه PS3 از Aliasing (لبه های دندانه دار) بیشتری نسبت به نسخه x360 رنج میبره (البته خیلی کم) , رنگبندی هم کند و یکنواخت و فریم ریت هم در حال حاظر داره جون میکنه و دست و پا میزنه!
البته نه به این شدتی که شما نوشتی!
رنگ‌ها یه مقدار مات‌تر هستن
و فریم هم بعضی وقتا افت میکنه
at times یعنی بعضی وقتا (توی بعضی از صحنه‌ها) نه در حال حاضر !
 

trancearena

کاربر سایت
Dec 1, 2006
366
اول بگم تا اومدم دکمه ویرایش رو بزنم که اینو : در حال حاظر ویرایش کنم (که دیگه کار از کار گذشته بود) این پست شما رو دیدم آخه یه لحظه فکر کردم نوشته at this time بدون اینکه به متن دقت کنم!!
در مورد شدتشم من که گفتم : (البته خیلی کم)
به هر حال ممنون.
 
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Hamid_da2007

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Apr 18, 2007
1,254
یادمه چند وقت پیش یه تاپیک زده بودن و چند تا عکس که هیچ ربطی به هم نداشته بودن گذاشته بودن که بگن نسخه Ps3 بهتره. خدا رو شکر دیگه گیم اسپات رو همه قبول دارن و گیم اسپات هم از لحاظ گرافیکی 360 رو برتر دونسته.
این نکته رو گفتم چون خیلی دوستان قبل از ریلیز بازیها اقدام به مقایسه میکنن که کار اشتباهیه. امیدوارم Ps3 داراشم از این بازی حال کنن چون واقعا بازیه خوبیه... من هر از چندگاهی با وجودیکه تمومش کردم دوباره میرم سراغش...
حالشو ببرین...
 

Darkfie1d

Lux Omnia Vincit
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Sep 25, 2005
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Gwynbleidd Darkfield
یکی از دلایل این امتیازات پائینتر نسبت به نسخه رقیب اینه که اولاً پلتفرم اولی که این بازی روش ساخته شده 360 و بعد به PS3 پورت میشن که خوب این مشخصه که بازی پورت شده با بازی که روی همون پلتفرم ساخته شده تفاوتهای بسیار محسوسی داره. نکته بعدی اینه که هنوز از SPU های PS3 استفاده نشده تو اکثر بازی ها! بیشتر بازی های First Party از SPU ها بهره گیری کردن اونم هنوز نه بطور کامل. مثلاً Valve گفته ما تقریباً از 94% توانائی کنسول 360 استفاده کردیم در صورتی که هنوز نمیدونیم محدودیت های PS3 کجاس ما برای Orange Box فقط از خود سل استفاده کردیم نه از SPU ها...

PS3 games list & SPE usages

According to IBM the bulk of the PS3's processing power is located in Cell's SPEs. Without using them games development is very similar to developing a game on a decent specced single processor PC or Mac (so not really difficult at all like some developers claim, funnily those who do not even use the SPEs in the porting process, it should then actually be pretty straight foward (with of course the advantage of being able to optimize for a single uniform configuration). PS3 exclusive devs who are using the SPEs claim it's not more difficult to develop for and that it's much easier to develop for than for the PS2. Considering more and more games start to utilize these SPEs I thought it would be interesting to list those games and possibly deduct those which don't.

SPE usage doesn't per se make a good game, neither not using them per se makes a bad game, for example simple games such as distributed on the PSN don't really need that much performance with the exception of Super Stardust HD, which is quite impressive with so many effects and things going on at once. However IMO for games which greatly depend on performance, not using the SPEs IMO don't make these games genuine PS3 games to judge the power of the platform on, but should rather be viewed as far from optimal ports.

Beyond3D Motorstorm interview: "Scott Kirkland: Cell’s SPUs provide a huge amount of processing power. Early adopters tended to bias usage towards either RSX or PPU support (we fall into the latter category). I’m confident that over the coming months, exploitation of this resource will become far more balanced."

PS3 games that are known to use the Cell's SPEs

1) Resistance:Fall of Man

"Animation and calculating collisions between objects are perfect fits, says Hastings. So those are the primary jobs Resistance doles out to the SPEs.."

Source: Spectrum online

2) Ratchet and Clank Future

"We were using the SPUs and that's a key to having a game that runs fast on the PS3, but there were a lot of things that we knew we could improve, and we have been improving them on Ratchet. And even with Ratchet, we're still seeing more and more things we can do; it's kind of like peeling off the layers of an onion."

Source: Gamedaily

3) Motorstorm

"SPU usage is a good example. The progressive development of corresponding debugging and profiling tools made thorough exploitation of this powerful resource quite challenging for the less technically biased members of the team. In the aftermath of MotorStorm, with mature tools at our disposal, we’ve been developing mechanisms to make the PPU and SPU’s power and parallelism far more accessible to our entire team, re-thinking data organization and algorithms in the process. MotorStorm only uses between 15 and 20 percent of available SPU resource, so we’re aiming to achieve a 5 fold increase in SPU performance, which should allow us to do some awesome stuff!"

"Our SPU exploiting systems consist of:

i) Havok physics.
ii) Determination of object visibility.
iii) Concatenation of hierarchies.
iv) Billboard object culling and vertex buffer creation.
v) Updating of particles and vertex buffer creation.
vi) Updating of vehicle dynamics.
vii) Updating of vehicle suspension constraints.
viii) Audio (MultiStream).
ix) Video decoding."

Source: B3D

4) Formula One Championship Edition

"We don't really use the concept of reserving certain SPUs for specific tasks. Instead we employ the concept of prioritized job lists that are executed by the SPUs whenever one is available. We use the SPUs for the following jobs: audio effects, particle system, physics (landscape collision, narrow phase and collision resolution), rain effects (rain droplets and rain splashes) and various render side jobs. The game logic is driven largely by the PPU. We use the SPUs together to collaborate on working through each frame that's displayed by the game. The SPUs are extremely versatile so they can be used to accelerate any in-game system."

The SPUs are heavily involved in the graphics pipeline and do an enormous amount of work to eliminate inefficiency before anything arrives at the PPU and RSX. For example, the SPUs are powerful enough to decompress and check every triangle [polygon] before passing it on to the RSX. Triangles that are facing away from the player, or that are not on the screen can be 'trimmed' away by the SPUs, which hugely reduces the amount of redundant work sent to the RSX. This in turn lets the RSX get on with what it does best--drawing stuff on screen.

The SPUs can also be used to augment the RSX vertex shaders, making far more vertex-heavy tasks possible which is very useful for character animation. Additionally, the SPUs can be used to implement behavior very similar to geometry shaders--F1 CE uses them in this way to render seamless interpolated levels of detail for some scene elements. So in answer to the question "Do the Cell and RSX work together?" the answer is a resounding "Yes," and I think this is one of the real strengths of Playstation 3 that we'll see increasingly exploited by development teams going forward.

Source: Newsweek

5) Super Stardust HD

"We are able to get over 10,000 active objects with physics and collisions and over 75,000 particles simulated and drawn @60fps. That said, we were unable to use all the available processing power from Cell for this game, so for the next game there are still plenty of reserves left"

Source: IGN

6) Heavenly Sword

" In Heavenly Sword, the Cell enables incredible numbers of enemies to be on screen at one time. The trick is that Cell treats entire regiments as a single unit of artificial intelligence when they are at a distance; as they draw closer, Cell gradually divides the army into smaller and smaller groups, so they eventually become individual troops with unique fighting styles and tactics."

"Heavenly Sword is one of the first PS3 games to tap into Cell's true potential. Here are the highlights.

Artificial Intelligence To keep up with the hundreds of on-screen enemies, Cell treats distant armies as a singlular "hive mind." As they approach Nariko, Cell splits their intelligence across squads, and finally, individual troops.

Graphics Wind gusts swirl Nariko's hair and clothes, and bazooka blasts send out showers of dust and rubble. 1080p support is still a question mark, though.

Physics When firing a cannon, Nariko can influence the trajectory of the projectile using the Sixaxis. Ninja Theory claims it needs the Cell to handle these complex calculations."

Source: Gamepro

7) Lair

"We have all of our animations running on the S.P.U.s of the Cell's chip because you couldn't draw armies or basically animate armies of that amount and size without it. And our physics are completely on there. We are also doing fluid dynamics for the first time in a game, as far as I know. Water is not basically a sheet of a base surface, but completely animated and sub-divided, and you actually can direct with it thanks to the Cell. We actually do part of our rendering on the Cell. Simply because it's so powerful, we spent months and months moving more and more systems onto the S.P.U.'s."

"Not a specific S.P.U. Our S.P.U. code works dynamically, so we are not locking up one S.P.U. and saying "OK, you are the A.I. S.P.U., but we instead say, "OK, here are these 15 things including A.I." We run them on the S.P.U., and the code automatically distributes them. And sometimes, yes, A.I. certainly can take up a full S.P.U."

Source: Gamepro

8) Killzone 2

"In this talk, we will discuss our approach to face this challenge and how we designed a deferred rendering engine that uses multi-sampled anti-aliasing (MSAA). We will give in-depth description of each individual stage of our real-time rendering pipeline and the main ingredients of our lighting, post-processing and data management. We’ll show how we utilize PS3’s SPUs for fast rendering of a large set of primitives, parallel processing of geometry and computation of indirect lighting. We will also describe our optimizations of the lighting and our parallel split (cascaded) shadow map algorithm for faster and stable MSAA output."

Source: Killzoneunit

9) Final Fantasy XIII (uses SPE enabled White Engine)

"The White Engine reportedly uses four of the six developer-available synergistic processing elements (SPEs) of the Cell microprocessor to achieve near-pre-rendered CGI quality in realtime."

Source: Play UK through Wikipedia

10) Gran Turismo 5
11) Warhawk

"Although I would say it’s the sum-total of all of our natural phenomenon in the game. Our clouds, procedural water, atmospheric scattering, terrain, etc. All of this stuff runs in parallel on all 7 SPUs simultaneously every frame – I’m still not sure if the game community is giving enough credit to just how fast the SPUs really are."

Source: PS Blog

12) Untold Legends
13) Uncharted: Drake’s fortune

"Like the PS2 the PS3 is a sophisticated and powerful piece of hardware. Our engineers are working very hard at making specific optimizations to take full advantage of the Cell and its SPU's. However, there is so much depth to this machine, that much like the PS2, you will continue to see developers squeeze more and more out of it over the course of what I am sure is going to be a lengthy life-cycle."

Source: IGN

14) Infamous

"For us, the most exciting part of the PS3 has been the cell processor, the SPUs specifically. In our highest density scenes right now, we are currently using about 30 percent of the SPUs' capabilities--with the SPUs doing lots of heavy lifting for us on rendering, visibility, particle systems, skinning, animation blending, and so on...this with scores of pedestrians, cars, fires, etc., all going on. And the best part? We've not made any significant attempts to even optimize the SPU code. I think it's reasonable to guess we could put 10 times as much stuff on the SPUs and still make our frame budgets. It's really pretty amazing."

Source: Gamespot

15) The Getaway 3 - Tech demo
16) Unreal Tournament 3 - Sony developers helping Epic.


Retail PS3 games confirmed or thought not to be using the Cell's SPEs (correct me if wrong, I will update both lists)

1) Genji: Days of the Blade (Great visuals, mediocre game, confirmed by developer not to be using the SPEs)
2) Half-Life 2: Orange Box (Confirmed by developer)
3) Splinter Cell
4) The Elder Scrolls IV: Oblivion (Great game, looks better than on XBox 360 combined with reduced loading times, but this mainly due to harddrive caching)
5) Fight Night Round 3 (overall still a good improvement over the XBox 360 version)
6) Full Auto 2: Battlelines (Mediocre, still an improvement over the original and 1080p)
7) Ridge Racer 7(OK game, overall a good improvement over RR6 and 1080p)
8) Madden NFL 07
9) Madden NFL 08
10) Tom Clancy's Rainbow Six: Vegas (Nice game)
11) Tom Clancy's Ghost Recon Advanced Warfighter 2
12) Enchanted Arms
13) F.E.A.R.
14) Sonic the Hedgehog
15) Tiger Woods PGA Tour 07​
 

mohammd007

کاربر سایت
Sep 12, 2006
1,470
می شه در مورد این مطلب یکی توضیح بده.
یعنی اینا به ترتیبه یا اینکه نه اصلا ربطی به ترتیبشون نداره.
اگه به ترتیب باشه یعنی kz2 در مکان پایین تر از رسیستنس قرار داره
 

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