{"id":62277,"date":"2026-04-21T22:22:09","date_gmt":"2026-04-21T22:22:09","guid":{"rendered":"https:\/\/www.europesays.com\/cz\/62277\/"},"modified":"2026-04-21T22:22:09","modified_gmt":"2026-04-21T22:22:09","slug":"diablo-jak-se-temna-legenda-akcnich-rpg-vyvijela-po-tri-dekady","status":"publish","type":"post","link":"https:\/\/www.europesays.com\/cz\/62277\/","title":{"rendered":"Diablo: jak se temn\u00e1 legenda ak\u010dn\u00edch RPG vyv\u00edjela po t\u0159i dek\u00e1dy"},"content":{"rendered":"<p>S\u00e9rie Diablo pro\u0161la od devades\u00e1t\u00fdch let obrovskou prom\u011bnou. Od Tristramu a\u017e po Diablo IV se m\u011bnil p\u0159\u00edb\u011bh, styl, technologie i samotn\u00e1 podoba hran\u00ed.<\/p>\n<p>Diablo odjak\u017eiva st\u00e1lo hlavn\u011b na temn\u00e9 atmosf\u00e9\u0159e, sv\u011bt\u011b pln\u00e9m d\u00e9mon\u016f a n\u00e1vykov\u00e9 honi\u010dce za lep\u0161\u00ed v\u00fdbavou, ale z\u00e1rove\u0148 je na n\u011bm kr\u00e1sn\u011b vid\u011bt i prom\u011bna samotn\u00e9ho hern\u00edho pr\u016fmyslu. Z p\u016fvodn\u00edho temn\u00e9ho dungeon crawleru z devades\u00e1t\u00fdch let se postupn\u011b stala ob\u0159\u00ed zna\u010dka, na kter\u00e9 lze sledovat nejen v\u00fdvoj p\u0159\u00edb\u011bhu a stylu, ale i technologick\u00fd posun grafiky, zvuku a v\u00fdkonu.<\/p>\n<p>Stejn\u011b jako jsme se ned\u00e1vno ohl\u00e9dli za s\u00e9ri\u00ed Resident Evil, i tentokr\u00e1t stoj\u00ed za to za\u010d\u00edt u sou\u010dasnosti. Ne\u017e se pono\u0159\u00edte do historie Diabla, m\u016f\u017eete se pod\u00edvat, kam se dnes posunuly nejmodern\u011bj\u0161\u00ed RTX technologie od NVIDIA, v\u010detn\u011b path tracingu, kter\u00fd pom\u00e1h\u00e1 posouvat nasv\u00edcen\u00ed, atmosf\u00e9ru i celkovou vizu\u00e1ln\u00ed v\u011brnost her na novou \u00farove\u0148. Takto ostatn\u011b vypad\u00e1 i ned\u00e1vno vydan\u00fd Resident Evil Requiem, kter\u00e9mu jsme se v\u011bnovali v <a target=\"_blank\" rel=\"noopener noreferrer nofollow\" href=\"https:\/\/spite.cz\/article\/resident-evil-jak-se-z-komorniho-hororu-stal-fenomen-herni-historie\">samostatn\u00e9m \u010dl\u00e1nku<\/a>.<\/p>\n<p>\t\t\tResident Evil: Requiem<\/p>\n<p>Od Tristramu k legend\u011b<\/p>\n<p>Kdy\u017e v lednu roku 1997 vy\u0161lo prvn\u00ed Diablo, nikdo je\u0161t\u011b nemohl tu\u0161it, jak obrovsk\u00fd vliv bude m\u00edt na cel\u00fd ak\u010dn\u00ed RPG \u017e\u00e1nr. Blizzard tehdy nep\u0159i\u0161el jen s dal\u0161\u00ed fantasy hrou, ale s titulem, kter\u00fd dok\u00e1zal spojit jednoduch\u00fd princip sestupu do podzem\u00ed s n\u00e1vykovou smy\u010dkou boje, sb\u00edr\u00e1n\u00ed v\u00fdbavy a neust\u00e1l\u00e9ho pocitu, \u017ee o patro n\u00ed\u017e \u010dek\u00e1 n\u011bco je\u0161t\u011b hor\u0161\u00edho. Tristram, katedr\u00e1la a sestup do pekla za samotn\u00fdm Al&#8217;Diabolem &#8211; P\u00e1nem teroru, se staly jedn\u00edm z nejikoni\u010dt\u011bj\u0161\u00edch motiv\u016f hern\u00edch devades\u00e1tek. Prvn\u00ed d\u00edl nav\u00edc pomohl definovat podobu temn\u00e9ho fantasy v hr\u00e1ch. Ne\u0161lo o hrdinskou v\u00fdpravu plnou optimismu, ale o tvrd\u00fd a beznad\u011bjn\u00fd boj se zlem, kter\u00e9 se ned\u00e1 skute\u010dn\u011b porazit, jen na \u010das zadr\u017eet.<\/p>\n<p>\t\t\tDiablo 1<\/p>\n<p>A technick\u00e9 limity tehdej\u0161\u00ed doby jsou dnes zp\u011btn\u011b fascinuj\u00edc\u00ed. Prvn\u00ed Diablo pracovalo s jednoduchou, ale nesm\u00edrn\u011b \u00fa\u010dinnou stylizac\u00ed, kter\u00e1 stav\u011bla sp\u00ed\u0161 na hust\u00e9 atmosf\u00e9\u0159e ne\u017e na ok\u00e1zal\u00fdch efektech. Tmu, nejistotu a nap\u011bt\u00ed nevytv\u00e1\u0159ela jen grafika, ale i zvuk. Ozv\u011bny v podzem\u00ed, sk\u0159eky nep\u0159\u00e1tel, zlv\u00e1\u0161tn\u00ed hudebn\u00ed motivy a slavn\u00e1 tristramsk\u00e1 kytara pomohli vytvo\u0159it pocit, \u017ee jste v m\u00edst\u011b, kde se ka\u017ed\u00e1 dal\u0161\u00ed chodba m\u016f\u017ee zm\u011bnit v posledn\u00ed. U\u017e tehdy tak Diablo ukazovalo, \u017ee siln\u00fd audiovizu\u00e1l nestoj\u00ed jen na v\u00fdkonu, ale i na chytr\u00e9m vyu\u017eit\u00ed dostupn\u00e9 technologie.<\/p>\n<p>Je\u0161t\u011b v tom sam\u00e9m roce dorazil i Hellfire, ofici\u00e1ln\u011b licencovan\u00fd datadisk vytvo\u0159en\u00fd mimo samotn\u00fd Blizzard. V historii s\u00e9rie je to sp\u00ed\u0161 zvl\u00e1\u0161tn\u00ed odbo\u010dka ne\u017e z\u00e1sadn\u00ed pil\u00ed\u0159, ale do v\u00fdvoje zna\u010dky pat\u0159\u00ed. U\u017e tehdy bylo vid\u011bt, \u017ee Diablo nen\u00ed jen jednor\u00e1zov\u00fd hit, ale sv\u011bt, kter\u00fd m\u00e1 potenci\u00e1l r\u016fst. Opravdov\u00fd boom ale p\u0159i\u0161el a\u017e s Diablem II v roce 2000. To je p\u0159esn\u011b ten moment, kdy se z \u00fasp\u011b\u0161n\u00e9 hry stala nesmrteln\u00e1 legenda. Druh\u00fd d\u00edl roz\u0161\u00ed\u0159il mapu sv\u011bta, p\u0159idal v\u00fdrazn\u011bj\u0161\u00ed t\u0159\u00eddy, hlub\u0161\u00ed buildy, nezapomenuteln\u00e9 akty i mnohem siln\u011bj\u0161\u00ed d\u016fraz na loot a opakovatelnost. Tedy a\u017e na ten neskute\u010dn\u011b mal\u00fd invent\u00e1\u0159, kter\u00fd \u0161tval a \u0161tve dodnes \u00fapln\u011b v\u0161echny.<\/p>\n<p>\t\t\tDiablo Hellfire<\/p>\n<p>Lord of Destruction pak v roce 2001 p\u0159idal Assassinku, Druida, zv\u00fd\u0161en\u00ed maxim\u00e1ln\u00ed \u00farovn\u011b i dal\u0161\u00ed vrstvy toho, co dnes mnoho hr\u00e1\u010d\u016f pova\u017euje za zlat\u00fd standard s\u00e9rie. Blizzard po letech s\u00e1m vzpom\u00ednal, jak siln\u011b pr\u00e1v\u011b Diablo II ovlivnilo dal\u0161\u00ed dv\u011b dek\u00e1dy jejich tvorby. A nebylo to jen obsahem. Diablo II ud\u011blalo velk\u00fd krok i po technick\u00e9 str\u00e1nce. Najednou tu byl pest\u0159ej\u0161\u00ed sv\u011bt, v\u00fdrazn\u011bj\u0161\u00ed vizu\u00e1ln\u00ed identita jednotliv\u00fdch akt\u016f, propracovan\u011bj\u0161\u00ed efekty kouzel, temn\u011bj\u0161\u00ed a bohat\u0161\u00ed hudebn\u00ed doprovod i mnohem siln\u011bj\u0161\u00ed pr\u00e1ce se zvukem prost\u0159ed\u00ed. S\u00e9rie d\u00edky tomu p\u016fsobila v\u011bt\u0161\u00ed, \u017eiv\u011bj\u0161\u00ed a mnohem epi\u010dt\u011bj\u0161\u00ed, ani\u017e by ztratila svou ponurost.<\/p>\n<p>Diablo II nav\u00edc pomohlo definovat to, co dnes bereme jako z\u00e1klad cel\u00e9ho p\u0159\u00edb\u011bhu. V centru nen\u00ed jen samotn\u00fd Al&#8217;Diablo, ale v\u011b\u010dn\u00fd konflikt mezi High Heavens a Burning Hells. Sanctuary nen\u00ed oby\u010dejn\u00fd fantasy sv\u011bt, vznikl jako \u00fato\u010di\u0161t\u011b mimo tento prastar\u00fd spor a z potomk\u016f and\u011bl\u016f a d\u00e9mon\u016f vze\u0161lo lidstvo, respektive Nefal\u00e9mov\u00e9. Pr\u00e1v\u011b tahle mytologie dod\u00e1v\u00e1 s\u00e9rii hloubku, kter\u00e1 ji odli\u0161uje od mnoha jin\u00fdch ak\u010dn\u00edch RPG.<\/p>\n<p>Na povrchu jde o sek\u00e1n\u00ed d\u00e9mon\u016f a sb\u00edr\u00e1n\u00ed st\u00e1le lep\u0161\u00ed v\u00fdbavy, pod t\u00edm je ale p\u0159\u00edb\u011bh o tom, \u017ee lid\u00e9 jsou produktem zak\u00e1zan\u00e9ho spojen\u00ed dvou protikladn\u00fdch sil, a proto jsou pro nebe i peklo z\u00e1rove\u0148 hrozbou i n\u00e1strojem. Tahle linka se pak v r\u016fzn\u00fdch podob\u00e1ch vrac\u00ed nap\u0159\u00ed\u010d celou s\u00e9ri\u00ed, od Baala a Mephista a\u017e po Lilith a Inaria.<\/p>\n<p>\t\t\tDiablo II<\/p>\n<p>S\u00e9rie, kter\u00e1 se neb\u00e1la m\u011bnit<\/p>\n<p>Na Diablo III se \u010dekalo dlouho, a pr\u00e1v\u011b proto byl jeho p\u0159\u00edchod v kv\u011btnu 2012 tak obrovskou ud\u00e1lost\u00ed. Blizzard sliboval modern\u011bj\u0161\u00ed, dynami\u010dt\u011bj\u0161\u00ed a p\u0159\u00edstupn\u011bj\u0161\u00ed pokra\u010dov\u00e1n\u00ed, kter\u00e9 posune s\u00e9rii do nov\u00e9 generace. A p\u0159esn\u011b to tak\u00e9 ud\u011blal, jen ne \u00fapln\u011b zp\u016fsobem, jak\u00fd si \u010d\u00e1st fanou\u0161k\u016f p\u0159edstavovala. T\u0159et\u00ed d\u00edl byl rychlej\u0161\u00ed, barevn\u011bj\u0161\u00ed, filmov\u011bj\u0161\u00ed a v\u00fdrazn\u011b v\u00edce tla\u010dil na plyn. Pro nov\u00e1\u010dky byl mnohem p\u0159\u00edstupn\u011bj\u0161\u00ed, pro star\u00e9 veter\u00e1ny ale z\u00e1rove\u0148 znamenal prvn\u00ed velk\u00fd ot\u0159es identity s\u00e9rie. Dodnes se p\u0159ipom\u00edn\u00e1 kontroverze kolem tzv. auk\u010dn\u00ed s\u00edn\u011b za re\u00e1ln\u00e9 pen\u00edze i fakt, \u017ee hra p\u0159i startu nezvl\u00e1dla ob\u0159\u00ed n\u00e1por hr\u00e1\u010d\u016f a zrodila dnes u\u017e legend\u00e1rn\u00ed chybovou hl\u00e1\u0161ku Error 37. Je to jedna z t\u011bch kapitol, kter\u00e9 ukazuj\u00ed, \u017ee ani hern\u00ed gigant nem\u00e1 cestu na vrchol bez za\u0161kobrtnut\u00ed.<\/p>\n<p>Diablo III ale z\u00e1rove\u0148 p\u0159ineslo opravdu plynul\u00fd combat a schopnost oslovit publikum, kter\u00e9 by se do \u201csyrov\u011bj\u0161\u00edho\u201d druh\u00e9ho d\u00edlu mo\u017en\u00e1 nikdy nepustilo. Zde je kr\u00e1sn\u011b vid\u011bt dal\u0161\u00ed technologick\u00fd skok. Animace byly v\u00fdrazn\u011b hlad\u0161\u00ed, efekty schopnost\u00ed byly v\u0161ude po obrazovce a v daleko v\u011bt\u0161\u00ed intenzit\u011b, nep\u0159\u00e1tel bylo v\u00edc a v\u0161echno p\u016fsobilo mnohem svi\u017en\u011bji. Diablo III bylo v mnoha sm\u011brech prvn\u00edm d\u00edlem s\u00e9rie, kter\u00fd u\u017e nep\u016fsobil jen jako temn\u00e1 klika\u010dka, ale jako plnohodnotn\u011b modern\u00ed ak\u010dn\u00ed RPG s d\u016frazem na rychlost, \u010ditelnost a technickou plynulost.<\/p>\n<p>\t\t\tDiablo 3<\/p>\n<p>Definitivn\u00ed znovuzrozen\u00ed p\u0159i\u0161lo s Reaper of Souls v roce 2014. Expanze nejen\u017ee p\u0159idala novou kapitolu s Malthaelem, ale hlavn\u011b zm\u011bnila celkov\u00fd dojem ze hry. Adventure Mode, \u00fapravy lootu a celkov\u00e9 p\u0159enastaven\u00ed endgame, ud\u011blalo z Diabla III mnohem z\u00e1bavn\u011bj\u0161\u00ed titul. Pozd\u011bj\u0161\u00ed Rise of the Necromancer v roce 2017 u\u017e nebyl revoluc\u00ed, sp\u00ed\u0161 stylov\u00fdm dopln\u011bn\u00edm, kter\u00e9 p\u0159ipomn\u011blo, jak siln\u00e9 m\u00edsto m\u00e1 v s\u00e9rii samotn\u00e1 estetika smrti, rozkladu a zak\u00e1zan\u00e9 magie. V\u0161ichni stejn\u011b nejrad\u0161i hrajeme za Necromancera a s nohama naho\u0159e nech\u00e1v\u00e1me v\u011brn\u00e9 pobo\u010dn\u00edky z kost\u00ed, aby se probili sv\u011btem za n\u00e1s, mezit\u00edm co my jen sb\u00edr\u00e1me loot. Pro spoustu hr\u00e1\u010d\u016f je pr\u00e1v\u011b t\u0159et\u00ed Diablo paradoxn\u011b uk\u00e1zkou toho, jak se hra m\u016f\u017ee po problematick\u00e9m startu prom\u011bnit v n\u011bco lep\u0161\u00edho.<\/p>\n<p>Nav\u00edc pr\u00e1v\u011b v tomto obdob\u00ed za\u010dalo b\u00fdt \u010d\u00edm d\u00e1l v\u00edc vid\u011bt, jak moc hr\u00e1\u010di \u0159e\u0161\u00ed nejen obsah, ale i technickou str\u00e1nku hran\u00ed. Stabiln\u00ed fps, rychl\u00e9 na\u010d\u00edt\u00e1n\u00ed, p\u0159ehlednost efekt\u016f a hladk\u00fd b\u011bh se postupn\u011b staly stejn\u011b d\u016fle\u017eitou sou\u010d\u00e1st\u00ed z\u00e1\u017eitku jako samotn\u00fd loot.<\/p>\n<p>\t\t\tDiablo 3: Reaper of Souls<\/p>\n<p>Pak p\u0159i\u0161la dal\u0161\u00ed zvl\u00e1\u0161tn\u00ed odbo\u010dka: Diablo Immortal. Kdy\u017e byl projekt ozn\u00e1men, reakce \u010d\u00e1sti publika byly velmi ostr\u00e9 a \u0161lo o jednu z nejkontroverzn\u011bj\u0161\u00edch epizod zna\u010dky. Jen\u017ee vedle mem\u016f a posm\u011b\u0161k\u016f je f\u00e9r dodat i to, \u017ee Immortal nen\u00ed v r\u00e1mci univerza \u00fapln\u011b zbyte\u010dn\u00fd. Blizzard ho p\u0159edstavil jako free-to-play ak\u010dn\u00ed RPG zasazen\u00e9 mezi Diablo II a Diablo III a t\u00edm vlastn\u011b roz\u0161\u00ed\u0159il p\u0159\u00edb\u011bhov\u00fd most mezi dv\u011bma kl\u00ed\u010dov\u00fdmi kapitolami s\u00e9rie. Nen\u00ed to st\u0159edobod diablovsk\u00e9 historie, ale v \u010dasov\u00e9 ose sv\u00e9 m\u00edsto m\u00e1. A tak\u00e9 p\u0159ipomn\u011bl, \u017ee i tak tradi\u010dn\u00ed zna\u010dka mus\u00ed zkou\u0161et nov\u00e9 platformy a nov\u00e9 obchodn\u00ed modely, i kdy\u017e t\u00edm \u010d\u00e1st publika nevyhnuteln\u011b roz\u010d\u00edl\u00ed.<\/p>\n<p>\t\t\tDiablo: Immortal<\/p>\n<p>Z technologick\u00e9ho hlediska pak Immortal uk\u00e1zal je\u0161t\u011b jednu v\u011bc: Diablo u\u017e d\u00e1vno nen\u00ed jen s\u00e9rie spojen\u00e1 s jedn\u00edm typem hardwaru. Zna\u010dka se musela p\u0159izp\u016fsobit mobil\u016fm, dotykov\u00e9mu ovl\u00e1d\u00e1n\u00ed i jin\u00e9mu tempu hran\u00ed, co\u017e je samo o sob\u011b d\u016fkaz, jak moc se hern\u00ed sv\u011bt od devades\u00e1tek zm\u011bnil.\u00a0Velk\u00fdm n\u00e1vratem ke ko\u0159en\u016fm se stal a\u017e remaster Diabla II, s podtitulem Resurrected. Ten uk\u00e1zal, \u017ee s\u00edla druh\u00e9ho d\u00edlu nebyla jen nostalgie, ale skute\u010dn\u011b mimo\u0159\u00e1dn\u011b pevn\u00fd hern\u00ed design, kter\u00fd funguje i po letech. Modern\u011bj\u0161\u00ed audiovizu\u00e1l, kvalitn\u011bj\u0161\u00ed grafika a p\u00e1r chytr\u00fdch \u00faprav, nechali vyniknout jak nad\u010dasov\u011b byl z\u00e1klad p\u016fvodn\u00edho Diabla II postaven\u00fd.<\/p>\n<p>Resurrected nebyl jen pouh\u00fdm remasterem, ale i p\u0159ipom\u00ednkou, \u017ee nejlep\u0161\u00ed kapitoly s\u00e9rie nest\u00e1ly pouze na temn\u00e9 stylizaci, ale na p\u0159esn\u00e9m vyv\u00e1\u017een\u00ed mezi bojem, odm\u011bnou a neust\u00e1lou touhou je\u0161t\u011b jednou prob\u011bhnout cel\u00fd ten dungeon. Pr\u00e1v\u011b Resurrected nav\u00edc kr\u00e1sn\u011b uk\u00e1zalo, jak daleko se technika posunula. Hr\u00e1\u010di dostali mo\u017enost p\u0159ep\u00ednat mezi p\u016fvodn\u00edm a nov\u00fdm vizu\u00e1lem, a o to v\u00edc vynikl rozd\u00edl v detailech, nasv\u00edcen\u00ed, animac\u00edch i celkov\u00e9 \u010ditelnosti prost\u0159ed\u00ed. To, co kdysi fungovalo d\u00edky p\u0159edstavivosti, dnes funguje i d\u00edky v\u00fdkonu modern\u00edch sestav. A p\u0159esn\u011b v tom je s\u00edla podobn\u00fdch n\u00e1vrat\u016f. Nejen\u017ee p\u0159ipomenou historii, ale z\u00e1rove\u0148 uk\u00e1\u017eou, jak obrovsk\u00fd kus cesty u\u0161ly grafick\u00e9 technologie.<\/p>\n<p>\t\t\tDiablo II: Resurrected<\/p>\n<p>Lilith, n\u00e1vrat temnoty a technologick\u00fd posun<\/p>\n<p>Diablo IV z roku 2023 je v mnoha sm\u011brech nejd\u016fle\u017eit\u011bj\u0161\u00ed kapitolou modern\u00ed \u00e9ry. Nejen proto, \u017ee se k s\u00e9rii vr\u00e1tilo pojet\u00ed temn\u011bj\u0161\u00ed a celkov\u011b m\u00e9n\u011b p\u0159ep\u00e1len\u00e9 stylizace, ale i proto, \u017ee se tu Blizzard pokusil propojit to nejlep\u0161\u00ed z minulosti s n\u00e1roky sou\u010dasn\u00e9ho hran\u00ed. Otev\u0159en\u011bj\u0161\u00ed struktura sv\u011bta, online prvky, sez\u00f3nn\u00ed model a v\u00fdrazn\u011b filmov\u011bj\u0161\u00ed prezentace ukazuj\u00ed, \u017ee Diablo u\u017e d\u00e1vno nen\u00ed uzav\u0159en\u00e1 hra, ale \u017eiv\u00e1 slu\u017eba, kter\u00e1 se m\u00e1 pr\u016fb\u011b\u017en\u011b rozv\u00edjet. Z\u00e1rove\u0148 ale \u010dtvrt\u00fd d\u00edl znovu p\u0159ipomn\u011bl, \u017ee bez siln\u00e9ho p\u0159\u00edb\u011bhov\u00e9ho pojet\u00ed, by zna\u010dka nefungovala. V centru stoj\u00ed Lilith, jedna z nejd\u016fle\u017eit\u011bj\u0161\u00edch postav cel\u00e9ho univerza, a s n\u00ed se znovu vrac\u00ed i star\u00e9 t\u00e9ma Sanctuary jako m\u00edsta, o kter\u00e9 vedou boj s\u00edly, je\u017e ho z\u00e1rove\u0148 stvo\u0159ily.<\/p>\n<p>\t\t\tDiablo IV<\/p>\n<p>Jen\u017ee pr\u00e1v\u011b tady u\u017e nejde jen o p\u0159\u00edb\u011bh a styl. Diablo IV je z\u00e1rove\u0148 uk\u00e1zkou toho, jak moc dnes technick\u00e9 zpracov\u00e1n\u00ed pom\u00e1h\u00e1 budovat atmosf\u00e9ru. Hust\u0161\u00ed mlhy, detailn\u011bj\u0161\u00ed textury, realisti\u010dt\u011bj\u0161\u00ed sv\u011bteln\u00e9 zdroje, v\u00fdrazn\u011b propracovan\u011bj\u0161\u00ed hra se st\u00edny nebo bohat\u0161\u00ed zvuk d\u011blaj\u00ed ze Sanctuary mnohem uv\u011b\u0159iteln\u011bj\u0161\u00ed a t\u00ed\u017eiv\u011bj\u0161\u00ed m\u00edsto ne\u017e kdy d\u0159\u00edv.<\/p>\n<p>Na Diablu IV je nav\u00edc nejl\u00e9pe vid\u011bt, jak se zm\u011bnila celkov\u00e1 technologick\u00e1 str\u00e1nka s\u00e9rie. Hra od startu podporovala NVIDIA DLSS a NVIDIA Reflex, pozd\u011bji dostala i ray tracing update. V praxi je to p\u0159esn\u011b ten typ posunu, kter\u00fd kdysi u prvn\u00edho Diabla ne\u0161lo ani p\u0159edstavit. Nehraje se u\u017e jen o to, kolik nep\u0159\u00e1tel je na obrazovce, ale i o kvalitu nasv\u00edcen\u00ed, jemnost detail\u016f, stabilitu v\u00fdkonu a celkovou plynulost v n\u00e1ro\u010dn\u00fdch sc\u00e9n\u00e1ch. NVIDIA pak u Diabla IV mluvila i o mo\u017enostech dal\u0161\u00edho nav\u00fd\u0161en\u00ed v\u00fdkonu p\u0159es nov\u011bj\u0161\u00ed generace DLSS, co\u017e je p\u0159esn\u011b ta oblast, kde dnes modern\u00ed PC verze z\u00edsk\u00e1vaj\u00ed oproti konzol\u00edm nebo slab\u0161\u00edm sestav\u00e1m velmi hmatatelnou v\u00fdhodu.<\/p>\n<p>Nejnov\u011bj\u0161\u00ed aktualizace nav\u00edc umo\u017e\u0148uje aktivovat DLSS Multi Frame Generetion resp. jej\u00ed vylep\u0161enou verzi s p\u0159\u00eddomkem \u201cDynamic\u201d, co\u017e ve h\u0159e znamen\u00e1 pomoc a\u017e 6 sn\u00edmky nav\u00edc. To ve v\u00fdsledku znamen\u00e1 pro hr\u00e1\u010de znamen\u00e1 v\u00fdznamn\u00e9 zv\u00fd\u0161en\u00ed FPS i v QHD resp. 4K rozli\u0161en\u00ed. Samoz\u0159ejm\u011b to plat\u00ed nejen v Diablu, ale v dal\u0161\u00edch AAA titulech, jak je vid\u011bt nap\u0159. v \u00favodu \u010dl\u00e1nku na aktu\u00e1ln\u00edm Resident Evil Requiem. Jestli jste v\u00e1hali nad upgradem grafick\u00e9 karty, p\u0159echod na GeForce RTX 50 d\u00e1v\u00e1 smysl.<\/p>\n<p>Pr\u00e1v\u011b zmi\u0148ovan\u00e1 NVIDIA je dnes v tomhle sm\u011bru jedn\u00edm z nejviditeln\u011bj\u0161\u00edch partner\u016f technologick\u00e9ho posunu PC hran\u00ed. DLSS pom\u00e1h\u00e1 dr\u017eet vysokou sn\u00edmkovou frekvenci i ve chv\u00edl\u00edch, kdy hra serv\u00edruje n\u00e1ro\u010dn\u011bj\u0161\u00ed efekty, Reflex zase sni\u017euje odezvu a ray tracing posouv\u00e1 nasv\u00edcen\u00ed a odrazy do v\u00fdrazn\u011b modern\u011bj\u0161\u00ed a realisti\u010dt\u011bj\u0161\u00ed podoby. U hry jako Diablo IV je to n\u011bco, co p\u0159\u00edmo ovliv\u0148uje, jak plynule cel\u00fd sv\u011bt p\u016fsob\u00ed.<\/p>\n<p>\n\t\ti<br \/>\n\t\tZdroj: NVIDIA\n\t<\/p>\n<p>\n\t\ti<br \/>\n\t\tZdroj: NVIDIA\n\t<\/p>\n<p>DLC Vessel of Hatred, uveden\u00e1 na podzim 2024, pak uk\u00e1zala, \u017ee Blizzard chce v tomhle pojet\u00ed pokra\u010dovat a sv\u011bt Diabla d\u00e1l roz\u0161i\u0159ovat. S\u00e9rie se tak po bezm\u00e1la t\u0159ech dek\u00e1d\u00e1ch dostala do zvl\u00e1\u0161tn\u00edho, ale fascinuj\u00edc\u00edho bodu. U\u017e d\u00e1vno nen\u00ed jen symbolem klik\u00e1n\u00ed na kostlivce v potemn\u011bl\u00e9m podzem\u00ed, a p\u0159esto si po\u0159\u00e1d dr\u017e\u00ed n\u011bco ze sv\u00e9ho p\u016fvodn\u00edho kouzla. Po\u0159\u00e1d je v n\u00ed c\u00edtit t\u00edse\u0148, neklid a pocit, \u017ee dobro v Sanctuary nikdy definitivn\u011b nevyhraje. Jen se kolem toho v\u0161eho prom\u011bnily n\u00e1stroje, tempo i o\u010dek\u00e1v\u00e1n\u00ed hr\u00e1\u010d\u016f. Prom\u011bnil se ale i samotn\u00fd standard toho, co od podobn\u00e9 hry \u010dek\u00e1me. Hr\u00e1\u010di cht\u011bj\u00ed detailn\u00ed obraz, kvalitn\u00ed ozvu\u010den\u00ed, rychlou odezvu, stabiln\u00ed v\u00fdkon a ide\u00e1ln\u011b i technologie, kter\u00e9 jim dovol\u00ed dr\u017eet vysok\u00e9 detaily bez kompromis\u016f. A pr\u00e1v\u011b tady se Diablo znovu ukazuje jako s\u00e9rie, na n\u00ed\u017e se d\u00e1 tenhle v\u00fdvoj velmi dob\u0159e sledovat.<\/p>\n<p>Tady se historie hezky propojila se sou\u010dasnost\u00ed. Diablo za\u010dalo jako temn\u00e1 legenda devades\u00e1tek, ale dnes je z\u00e1rove\u0148 jednou ze s\u00e9ri\u00ed, na kter\u00fdch se dob\u0159e ukazuje v\u00fdvoj samotn\u00e9ho PC hran\u00ed. Pokud si chcete modern\u00ed Diablo IV, u\u017e\u00edt se v\u0161emi sou\u010dasn\u00fdmi vymo\u017eenostmi v\u010detn\u011b DLSS 4 a po\u0159\u00e1dn\u00e9 v\u00fdkonov\u00e9 rezervy, d\u00e1v\u00e1 smysl poohl\u00e9dnout se t\u0159eba po modelech <a target=\"_blank\" rel=\"noopener noreferrer sponsored nofollow\" href=\"https:\/\/www.alza.cz\/gainward-geforce-rtx-5080-phoenix-gs-16g-d12955540.htm\">Gainward GeForce RTX 5080 Phoenix GS 16G<\/a> nebo <a target=\"_blank\" rel=\"noopener noreferrer sponsored nofollow\" href=\"https:\/\/www.alza.cz\/gainward-geforce-rtx-5080-phoenix-16g-d12783422.htm\">Gainward GeForce RTX 5080 Phoenix 16G<\/a>. Ob\u011b karty na Alze uv\u00e1d\u011bj\u00ed 16 GB GDDR7 a podporuj\u00ed DLSS, p\u0159i\u010dem\u017e varianta GS nab\u00edz\u00ed o n\u011bco vy\u0161\u0161\u00ed taktovac\u00ed boost.<\/p>\n<p>Tohle je moment, kdy se p\u011bkn\u011b propoj\u00ed minulost s p\u0159\u00edtomnost\u00ed. Kdysi Diablo budovalo nap\u011bt\u00ed hlavn\u011b pomoc\u00ed omezen\u00fdch prost\u0159edk\u016f a chytr\u00e9 atmosf\u00e9ry, dnes m\u016f\u017ee stejn\u00e1 s\u00e9rie t\u011b\u017eit i z v\u00fdkonu modern\u00edch grafik od NVIDIE, kter\u00e9 pom\u00e1haj\u00ed dr\u017eet vysokou obrazovou kvalitu i plynulost v mnohem n\u00e1ro\u010dn\u011bj\u0161\u00edch podm\u00ednk\u00e1ch.<\/p>\n<p>Za celou histori\u00ed Diabla je vid\u011bt jedna d\u016fle\u017eit\u00e1 v\u011bc: tahle zna\u010dka se opakovan\u011b m\u011bnila, ob\u010das klop\u00fdtla, n\u011bkdy rozd\u011blila fanou\u0161ky, ale nikdy nep\u0159estala b\u00fdt d\u016fle\u017eit\u00e1. A\u0165 u\u017e si n\u011bkdo nejv\u00edc cen\u00ed beznad\u011bje v prvn\u00edm d\u00edlu, komplexnosti Diabla II, ak\u010dnosti trojky nebo n\u00e1vratu k temnot\u011b ve \u010dty\u0159ce, po\u0159\u00e1d jde o jednu z nejvlivn\u011bj\u0161\u00edch fantasy s\u00e9ri\u00ed hern\u00ed historie. Nejen kv\u016fli d\u00e9mon\u016fm, v\u0161emu tomu lootu a ikonick\u00fdm boss\u016fm, ale i proto, \u017ee ka\u017ed\u00e1 jej\u00ed \u00e9ra p\u0159esn\u011b odr\u00e1\u017e\u00ed dobu, ve kter\u00e9 vznikla. A v p\u0159\u00edpad\u011b Diabla to plat\u00ed i po technologick\u00e9 str\u00e1nce. Tahle s\u00e9rie nen\u00ed jen o boji mezi nebem a peklem, ale i o tom, jak se m\u011bnily mo\u017enosti hardwaru, grafiky, zvuku a v\u00fdkonu celkov\u011b. Od jednoduch\u00fdch za\u010d\u00e1tk\u016f a\u017e po dne\u0161n\u00ed \u00e9ru RTX, je kr\u00e1sn\u011b vid\u011bt, jak dlouhou cestu hry za posledn\u00ed dek\u00e1dy urazily.<\/p>\n","protected":false},"excerpt":{"rendered":"S\u00e9rie Diablo pro\u0161la od devades\u00e1t\u00fdch let obrovskou prom\u011bnou. Od Tristramu a\u017e po Diablo IV se m\u011bnil p\u0159\u00edb\u011bh, styl,&hellip;\n","protected":false},"author":2,"featured_media":62278,"comment_status":"","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[13],"tags":[5031,3470,11274,21454,21448,21452,21455,21453,8940,8941,21450,21446,12235,11132,12236,7702,2495,21447,21451,11128,21449,11126,74,73,78,75,77,76],"class_list":{"0":"post-62277","1":"post","2":"type-post","3":"status-publish","4":"format-standard","5":"has-post-thumbnail","7":"category-veda-a-technika","8":"tag-activision-blizzard","9":"tag-blizzard","10":"tag-blizzard-entertainment","11":"tag-diablo","12":"tag-diablo-1","13":"tag-diablo-2","14":"tag-diablo-2-resurrected","15":"tag-diablo-3","16":"tag-diablo-4","17":"tag-diablo-iv","18":"tag-diablo-immortal","19":"tag-diablovka","20":"tag-dlss","21":"tag-dlss-4","22":"tag-dlss-5","23":"tag-geforce-rtx","24":"tag-nvidia","25":"tag-nvidia-reflex","26":"tag-nvidia-rtx","27":"tag-path-tracing","28":"tag-path-racing","29":"tag-ray-tracing","30":"tag-science","31":"tag-science-technology","32":"tag-technika","33":"tag-technology","34":"tag-veda","35":"tag-veda-a-technika"},"share_on_mastodon":{"url":"https:\/\/pubeurope.com\/@cz\/116445036147922798","error":""},"_links":{"self":[{"href":"https:\/\/www.europesays.com\/cz\/wp-json\/wp\/v2\/posts\/62277","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.europesays.com\/cz\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.europesays.com\/cz\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.europesays.com\/cz\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.europesays.com\/cz\/wp-json\/wp\/v2\/comments?post=62277"}],"version-history":[{"count":0,"href":"https:\/\/www.europesays.com\/cz\/wp-json\/wp\/v2\/posts\/62277\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.europesays.com\/cz\/wp-json\/wp\/v2\/media\/62278"}],"wp:attachment":[{"href":"https:\/\/www.europesays.com\/cz\/wp-json\/wp\/v2\/media?parent=62277"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.europesays.com\/cz\/wp-json\/wp\/v2\/categories?post=62277"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.europesays.com\/cz\/wp-json\/wp\/v2\/tags?post=62277"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}