GTA6 画面与编程细节讨论帖
A Thread for GTA6 Graphic/Programming Details you Loved to Notice
Resetera 论坛帖逐帧解析 GTA6 预告片的音频空间混音与画面编程细节。音频利用左右声道分离使低频居中或偏右,模拟角色转向与室内外音源穿透。图形则呈现纹身清晰度、手指扳机动作范围及烛焰光照摇摆。
reserving a little spot for sound design
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If anybody wants something to watch for take a look at the guns. Reloads magazine size and boom reactions if there was gunfire in the trailer
edit: oh fuck me they put a ton of work into this game. couple things I'm noticing in the first little bit is that the kick stays (the thump) centered but everything else in the rap song moves to the right of the player, especially the snare. The bass staying centered is sort of a classic club bass thing where you want the most important elements to stay equal (mono) in both speakers to not lose the energy from anywhere you're standing in relation to those speakers.
I think they just inch the bass a little over to the right in this particular starting scene and thought it was interesting they move everything else in the song wayy more to emulate that panorama of the protagonists turning right and walking up towards the people in front of the door-way.
The cross-fade between the track playing in the building inside and the one from the car outside is super-smooth when the pair enters the building, too. When they to move talk to the gentleman in front of the elevator it had me going, "Ohhh shiit" since they play both songs simultaneously but get the bump from the car hitting harder from the CAR outside in the right channel and the bass bumps from the apartment speaker hitting weaker in the left!
It's clever since they emulate the real life aspect of it by making only the bass playing from the song and car outside come make it through the walls, and then take advantage of the opportunity to emulate that lower quality sound-system that's in the apartment to create that aforementioned power difference in the left and right speaker channels. Bass louder in the right, and weaker sound system (but still bumping) in the left! Left you can hear the rest of the frequencies playing, and therefore make out the rest of the song too!
It's very dynamic and always shifting moment-to-moment, but always made to feel larger than life as well.
astral thoughts:
(You know something I haven't really considered is how voice actors voices are going to mesh in mix-down and how that may lend to some subtler decisions in making a scene. The protagonists in the elevator respond at the same time and same volume, but the separation is so clear in the pitches of their voice that there's no confusion on the players part understanding what's going on. Makes it easy to make moments like that even when there is a lot of other noise happening at the same time.)
One sign of a good mix is if you blast white noise in the background (or real life ambience) and you can mostly still hear everything that the artist wants to communicate in the track. In this case the priority clearly always goes to the voices. They dominate every space they're in.
I would think that this sort of rationale would lend a lot to their decision making process during these audio mixing things (those micro and macro decisions happen everywhere).

Sort of a scene momentum appreciation, is that they give a lot of energy to it by keeping the volume of the bass in the music pretty consistent, really only stopping it briefly during the elevator ride up. They can make cuts in the frequency spectrum or use compressors to give more space to the voices (wherever they sit in that spectrum) when they need to prioritize them; techniques to not actually cut much volume from the low-end of things, but make it sound and feel like it's quieter. I'm also 100% sure they're also doing way more than that, lol. Got to simulate the rooms they are in during all of this.
To illustrate my point further: the sound is bumping hard, but it's coming from that little box in the picture? It's better that they kept it loud and non-realistic, at least for the energy in the scene. It gets a little louder when Jason greets the dog and has his back to it, then gets a little quieter and further again as he approaches the door. Surpiiise, they need the most energy when they are talking inside of this next apartment. What gives the most energy sound-wise? That's right, it's motherfucking bass. Nice way to help guide the energy of the player to fight after the police arrive.
I could imagine that during the actual game apart from these heightened moments, they will actually make it sound like it's coming out of those tiny boxes considering they did do that sort of amp emulation to an extent already in earlier games with the radio in the cars.
Just realized I'm also an idiot and this is also a graphics programming appreciation thread, ah poop. :/ Well, at least I made an exercise out of it (sorry).
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Graphics appreciation portion:

On the graphics technical level, they can really get into the nitty gritty to give a lot more clarity to those tattoos. I'm sure they're pulling a lot of inspiration here for those designs. It's important to accurately represent these things!
Seeing the font on their chest immediately reminded me of the pride I felt seeing a 2nd or 3rd generation Mexican-American working in a hospital with tattoos that were previously considered "gangster" and "malo" (bad), but it was really moreso about being in touch with their culture and owning it. Good kid. :)
I'm sure we'll be able to appreciate the tattoos here in-game and immediately spot what gang they are a part of from within that graphical playground:

Trigger discipline in the house?! (Mostly wanted to point out the finger-motion range here) Safety first! Sets a good example for people who play the game as well.

They don't quite have the ability to move the flames more obviously yet, but they do sway the lighting to simulate that atmosphere! There is also a very soft wiggle to the candle flames when rotating the cameras. Not sure if that's caused by something else (motion blur?), but it works well enough IMO. Candles and the warm lighting they provide are da best. I don't see them much like this in other games. Maybe ever?

uhh, the sway is more visible in the video at least.
Also note the lighting coming from outside and the candle's reflection in the mirror. In the video, I like how it looked darker inside the room when they were approaching from the brighter hall as well, before catching up (subtly brightening more) once they were actually stepping in to it. That seems very realistic to me.
来源:Resetera · resetera.com