Note: This article was written on February 9,. At that time, street bully 4 only had a street version, and only a few powerful arcade halls in Beijing had sf4. The true street bully 4 pictures and graphic effects are hard for most people. After that, I got out of the home machine version. By the end of July, I went out of the PC version. You have basically seen its true nature.
I have been paying attention to street bully 4 for a long time. Of course, I am a senior street bully fan first. Senior engineers have a bit of difficulties, playing for a long time, and the level is not high. It takes about 15 years from the second day to the present. Let's get down to the truth, the figure here. As a combat topic, I opened another tvgame.
I should not be too surprised at the sf4 picture, because I am paying attention to the initial messages and videos from sf4. Capcom has been touching its ink style. Indeed, it looks pretty smooth in CG. When I couldn't play games in China, I really wanted to explore its real game images, so I collected almost all the practical images I could see.
When I went to the game hall in Shuangjing to see the game screen of street bully 4, I was shocked when facing the game. The texture of the image is much stronger than that of the video. In the words of a friend of tvgame, when a choppy fist beats a person nearby, the person will be illuminated by the waves of light. Of course, this is not a problem in development. Just bind a dynamic light source to the wave. The particle effect is very thin, and Longlong and Ken's fluctuating boxing seems a lot more imposing.
The shadow has a shadow, and the shadow edge is sharp. I guess it is only shadow map.
The characters have black hooks, but unfortunately they are not the ink hooks that Capcom holds. It should be the normal side of the hook.
(Later, the PC version was released. I opened the ink style option. It is found that there are actually simple ink strokes, but it is far from the true ink rendering. ---- Post note)
Some cartoon coloring algorithms for characters are used. They should be cartoon coloring + normal lighting + texture.
The background is the mountains, green water, and water shading of popular online games. It seems that Capcom is also very common.
Capcom's so-called ink rendering is actually invisible to the actual game screen. At least I didn't see it. The screen only has some cartoon rendering effects. The points of ink painting are basically in CG and static images.
I cannot see the action engine or physical engine. What we can see is the red braid of a newbie. It should be calculated in real time using physical flexibility.
Add several images:
1. Motion Blur motion blur
2. depth of field
3. The hook side of the character is very comfortable.
4. There is also a distant mountain scenario where the overall effect of the mountain is very good.
Fully utilizes Global illumination, Parallax map, and other effects. However, no texture is found.