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








All temporal optimization does is (roughly) count the number of lighting calculations that would’ve been done if temporal optimization were disabled, and then in the next lighting update change the lighting “cutoff” (which affects how far light is spread from each individual light source) based on that value. For example, in a more complex scene, light from each light source might be spread until it reaches 10% brightness (compared to white), whereas in simpler scenes light might be spread until reaching 2% brightness. (These cutoff values are computed before gamma correction, so 10% brightness is really 0.63% physical brightness.) Usually, more complex scenes contain many separated lights all over the screen, in which case the raised cutoff is not very noticeable.