okay, I dont get it, it seems.
where is the joke?
Isn't The Order 1886 pretty much the only game that looks better than U4, and that is a corridor TPS from everything we've seen so far. Assuming that Ubi doesn't as usual downgrade the hell out of their games.Christ, that dumb image is about to become the new uncharted 3 "downgrade" image isn't it?
Idk, I see more differences, which I don't think have anything to do with the time of day in the pics.It's literally a night and day difference.
Idk, I see more differences, which I don't think have anything to do with the time of day in the pics.
Sure. Wet, dry. Direct moonlight, indirect sunlight, etc. But maybe also differences in hair-detail. Hard to tell from that shot.Idk, I see more differences, which I don't think have anything to do with the time of day in the pics.
It's literally a night and day difference.
Ubisoft isn't making the Order 1886... Or am I misunderstanding your post..?Isn't The Order 1886 pretty much the only game that looks better than U4, and that is a corridor TPS from everything we've seen so far. Assuming that Ubi doesn't as usual downgrade the hell out of their games.
Yeah...because it IS different. One is from a cinematic captured in-engine made specifically for E3 to tease the game. And the other is from gameplay captured in-game (probably from a section straight out of the game).
They probably have a fixed poly model with scalable LOD shaders. In a realtime runtime environment, you kind of have to do these things.
Ryse had the same deal with PBR.
That would mean the "lighting" is not good. Not that the characters, props, scene, etc.. don't hold up. Yes, there is a such thing as "bad" lighting. But certain elements in those comparison screens simply have nothing to do with lighting. Example.. there is no reason why you couldn't have light shafts in the day time. Even when Drake is in the cave and looks up through the opening, there are no light shafts. If I wanted to show off ALL of what the renderer can do, I'd have put that in there.. not saying their engine can't do it.. but we have no idea what limitations of the hardware they have already reached. Clearly we can't assume the PS4 can render that E3 footage quality in gameplay @ 1080p/60fps when the gameplay footage they just showed looked significantly worse and was running at 30fps.
I recall many a PS4 fan claiming that thattrailer would be completely representative of actual gameplay, no even that the actual gameplay would be better because they would have time to make it look even better by release.
To which many an Xbone and PC fan scoffed.
Okay.....but if Naughty Dog actually said that...than people would have a case. I mean, what "looks good" is subjective but the fact is that the original teaser was NEVER said to be direct gameplay.
There are definitley differences in the quality fo the lighting and shaders. Also the mesh itself looks different. The hair too, although that might be due to the "wet" state of it in the original trailer.
The jungle scene (and other jungle locales in the new gameplay footage) has deifnitely been hit with the dumbed down foliage stick... Is there such a stick? Well, if there is, it's been used on this![]()
I thought they DID say that, on a tweet or something?
In-engine...
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In-game...
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Yeap. Shaders are more important (and more taxing) than geometry.
They probably have a fixed poly model with scalable LOD shaders. In a realtime runtime environment, you kind of have to do these things.
Ryse had the same deal with PBR.
It's literally a night and day difference.
The model is exactly the same, as stated many times already by the developer. I don't believe ND ever said anything more than the teaser trailer was an in-engine cut scene running in real time on the PS4. That being said, relative to the competition and taking scope and verticality into account, there are no other games that currently look this good.
Aren't shaders usually described by the mesh loaded in by the LOD system?
That would suggest that they would funciton like LOd usually functions: close up = higher quality, further away = lower quality (or complexity is probably the better term).
That is just not true. I woudl say Crysis 3 and Ryse both on PC look just as good, and better in some places. So does Star Citizen, though that's not out yet.
That doesn't mean this game doesn't look phenomenally though.
They said it was captured "in-engine". Seriously, do people actually know the difference between the two?
The model is exactly the same, as stated many times already by the developer. I don't believe ND ever said anything more than the teaser trailer was an in-engine cut scene running in real time on the PS4. That being said, relative to the competition and taking scope and verticality into account, there are no other games that currently look this good.
I am not reading this that the game will not use LOD or skip out of tessellation.
Yes, this happens in nearly all games, except most games also scale the number of polygons the actual character is composed of, as well.
Ryse and Uncharted 4 both don't scale the number of polys the model is composed of. But both scale the level of detail of the shaders.
You must do this when dealing with realtime game environments or else performance will be total and utter shit, even on high end pc gaming rigs.
Ryse does not have the same openness and verticality (i.e., scope in terms of FOV and playable game area) as this game does. Crysis 3 definitely does not look as good as Ryse (or Uncharted 4).
Are you sure they don't scale mesh complexity with LOD levels? That seems like a waste, specially since there are scenes during which there are enemies prety far off in the distance.
I only played Ryse for like 20minutes on my PC. I came, I saw, I drooled, then I realized how much of a terrible game that was and regretted my purchase.
Are you sure they don't scale mesh complexity with LOD levels? That seems like a waste, specially since there are scenes during which there are enemies prety far off in the distance.
I only played Ryse for like 20minutes on my PC. I came, I saw, I drooled, then I realized how much of a terrible game that was and regretted my purchase.
They said it was captured "in-engine". Seriously, do people actually know the difference between the two?
Ryse does not have the same openness and verticality (i.e., scope in terms of FOV and playable game area) as this game does. Crysis 3 definitely does not look as good as Ryse (or Uncharted 4).
Are you sure they don't scale mesh complexity with LOD levels? That seems like a waste, specially since there are scenes during which there are enemies prety far off in the distance.
I only played Ryse for like 20minutes on my PC. I came, I saw, I drooled, then I realized how much of a terrible game that was and regretted my purchase.
I belive "in jest" is exaclty hwo that forum is set up. It's just PC gamers taking up the monicker that some small minded console gamers have throw at them simply because they dare to enjoy games on a PC instead of a console.
He is talking about games where cutscenes are rendered "in-engine". Of course those games have LOD levels.
It is much more expensive to not scale per-pixel effects being rendering; not scaling the vertices being manipulated is not nearly as expensive (i.e., is doable with today's technology in realtime).
Have you seen Crysis 3 on PC? The only substandard part in that game, in comparison to Ryse and Uncharted, are the human characters. The environments sure as hell looks better in many places compared to the latest gameplay we've seen of Uncharted.
Also, Star Citizen.
How does it matter that Ryse doesnt have the same openness?
It only means they dont have less art in game and can differently manage LoD from time to time, but in terms of rendering it doesnt matter, because You can see for over 200-300 meters sometimes in Ryse or even further and You have scenes with more than 70 AI on screen.
More open areas means pretty bigger art team and slightly more problems with art consistency in development.
Ryse doesnt have LoD for main cast, it does have LoD models for roman soldiers and enemies.
GoW 3 and 4 did the same for Kratos. I think ND did the same for Drake in U2, but models wasnt the same as in cutscenes, just same across all distances in gameplay situations.
I think Crysis 3 probably has the best foliage rendering, but the all around graphics (including character models, soft body physics, certain aspects of lighting, animations, etc.) are definitely topped by both Ryse and Uncharted 4.
I agree with this, but it still seems silly to leave high quality meshes for object in the distance, even if it's just characters.
Sure. Wet, dry. Direct moonlight, indirect sunlight, etc. But maybe also differences in hair-detail. Hard to tell from that shot.
Don't just think GPU operations. Think system as a whole. Openness means game logic, ai, physics, animation systems have a bigger impact on performance because there is more to keep track of.
I belive "in jest" is exaclty hwo that forum is set up. It's just PC gamers taking up the monicker that some small minded console gamers have throw at them simply because they dare to enjoy games on a PC instead of a console.
They said it was captured "in-engine". Seriously, do people actually know the difference between the two?
Man, I don't think I've ever seen an example of what you're talking about. Quite the opposite, actually, where you'll see certain folks (mostly banned around here) who would talk no end of shit about games on consoles and the people who chose to enjoy them there.
PC gaming evangelism is great. I'm primarily a PC gamer, but some of that stuff can be kind of annoying to look at.
And yet you never see anyone reducing an ENTIRE fanbase to their fanboys, EXCEPT when it comes ot PC gamers.
But this thread is about Uncharted 3. Not this. Let's end it here.
Sorry but that downgradeton image means nothing to me yet. Let's judge game this at launch.Tessellation, AO, shadow resolution, shaders (sss mainly) or details like the sand in the eyebrowns could be argued as a different layer than polygon model.
http://www.flickeringmyth.com/wp-content/uploads/2014/07/Uncharted-4-A-Thiefs-End-HD-Wallpaper.jpg
http://i6.minus.com/iKIlpjzmPduRV.png
http://i.imgur.com/XOUMmTd.png
http://gematsu.com/wp-content/uploads/2014/12/Uncharted-PSX-Gameplay.jpg
Not really. You dont calculate many physics for stuff outside view range, like vegetation or cloth physics for example. Animations or AI? 60-70 character vs 7 in this demo is not really comparable, no matter how complex second are.
But they arent. Not in many cases, especially in cases where You need high detail.
There is a reason why we are converting high poly models to using bumped mapped textures or use shaders to simulate cloth displacement instead of geometry.