IGN: Nathan Drake will use identical model in cutscene and gameplay.

Took some more pics for part 2 that illustrate nice lighting on the Drake model (Gamersyde's video is still really compressed :T):



There's also something I didn't appreciate until I started taking screencaps, which is that the bullets illuminate Drake's model and the environment as they pass through. Not sure if that's something we've seen in the last generation. Looks really nice though.


Halo 3 had illumination on the larger projectiles (plasma weapons, rockets) and the grenades. I think they turned it off for Halo 4 though.
 
Took some more pics for part 2 that illustrate nice lighting on the Drake model (Gamersyde's video is still really compressed :T):



There's also something I didn't appreciate until I started taking screencaps, which is that the bullets illuminate Drake's model and the environment as they pass through. Not sure if that's something we've seen in the last generation. Looks really nice though.

These pictures are great. The muzzle flash and tracer lighting looks great. Lots of little details that I haven't noticed at a glance.
 
To be fair Naughty Dog said they are using the same model, not the same lighting. In the panel, they said that the lighting in the game won't be able to show off as much detail in the model. I am agreement with Digital Foundry here as currently the lighting in the game is nowhere as complex as the lighting in the E3 teaser. IMO, the E3 teaser looked like CG lighting, but the game play footage didn't. Perhaps they have the ability to scale the shaders and lighting depending on the scene complexity. The lighting could change when the game is released.

I decided to fire up Maya and build a simple scene to show how complex lighting can change a whole scene or model. Please excuse how ugly and low quality the scene is.

Both scenes have the same models and the time of day is the same. However, the scene on the right has much more complex lighting and shaders.

dGiSAJN.png
 
Ryse literally has a fixed camera and FOV in many complex scenes, the reason being to save on performance (the same tactic used in God of War Games). Non-interactive NPCs don't really put a strain on system performance like interactive ones do.
No it doesnt. Who told You that? You can move camera freely in every situation except for cutscenes.
And all NPCs are interactive.

There is a reason why open world games like Assassin's Creed, GTA, and Watch Dogs will never look as good graphically as more linear games. Not saying Uncharted 4 will be true open world, but it is looking much closer to it from what it used to be, at least in the area they demoed.
The reason is art requirement and sometimes LoD management.
Star Citizen is going for fidelity beyond current gen and is completely open world game.

--------
The more geometry you have - the more you have to shade it. Passing a triangle with verts and flat shading is pretty easy (if we are speaking of purely how many triangles can pass through a GPU 's pipeline). Of course there are limits to the hardware (it can't pass infinite triangles through). But shading is way more computensive. A lot of the effects in shading games requires re-rendering the scene or storing several buffers, so that the GPU can comp them later. Imagine if the GPU had to actually evaluate the shading per-pixel with NO buffers like film (i.e brute force forward rendering) for every effect (including no post-processing AA)? You'd not have real-time.
I understand Your point, but in situations where You simulate complex geometry with shader, the shader is less expensive solution.
This the reason we have bump-mapping, shader decals, wrinkle shaders, Parallax Occlusion Mapping and PADM.


There's also something I didn't appreciate until I started taking screencaps, which is that the bullets illuminate Drake's model and the environment as they pass through. Not sure if that's something we've seen in the last generation. Looks really nice though.
Halo Reach, Crysis 2 to name few.
Crysis 3:
ifwgRfcm6nosl.gif


---
Doom 3 BFG did this too.

Original Doom 3 actually cast shadow for EVERY projectile :) Stencil shadows are bonkers when used right.
 
Doom 3 BFG did this too.

And Quake 3.

Halo Reach, Crysis 2 to name few.
Crysis 3:
ifwgRfcm6nosl.gif


---


Original Doom 3 actually cast shadow for EVERY projectile :) Stencil shadows are bonkers when used right.

Every bullet, really? Damn. It's been a while since I've seen the game but I only remember that sci-fi blue projectile rifle, and that was impressive. I haven't played or seen Crysis beyond the first game, but I wouldn't be surprised.

Overall I meant more from something more like actual rapid-fire bullets; the type you can barely catch with the naked eye if not for the tracer-round like trail, not rockets/slower projectiles -- Uncharted definitely had that kinda stuff before. If you can see it approaching, it's worth it to add the extra illumination but the level that they do in the Uncharted 4 demo is almost subtle. I didn't even notice for a while. And about gunfire in general, UC4's looks and sounds SO much better than the previous games. Guns in the previous Uncharted games sound tinny and fake as hell compared to the demo.
 
Here are some screens of Drake from actual gameplay during that demo. All three of these pictures look quite a lot better than the Drake shown close up in the beginning of the demo in my opinion.

This is most likely due to the flat lighting in the beginng. Even the actual playable model of Drake looks closer to the E3 teaser than the one used in that fake image:

ibzPPCzZmGMoiS.png

ibdM9yvh5ySAyA.png

i83NINEMhVVTT.png
 
Here are some screens of Drake from actual gameplay during that demo. All three of these pictures look quite a lot better than the Drake shown close up in the beginning of the demo in my opinion.

This is most likely due to the flat lighting in the beginng. Even the actual playable model of Drake looks closer to the E3 teaser than the one used in that fake image:

ibzPPCzZmGMoiS.png

ibdM9yvh5ySAyA.png

i83NINEMhVVTT.png
His chest hair is gone. Preorder cancelled.
 
Why is it that suddenly, the footage of Uncharted 4 that came out during E3 2014 is now most definitely just a cutscene, pre-rendered footage, etc ...

... when it was being hailed for months as actual in-game footage?

Help me understand.
 
Why is it that suddenly, the footage of Uncharted 4 that came out during E3 2014 is now most definitely just a cutscene, pre-rendered footage, etc ...

... when it was being hailed for months as actual in-game footage?

Help me understand.
I think it was done in-engine, but it might be another Killzone 2 reveal type of scenario, where the game would run at 5 FPS. Who knows, though?
 
Again...the first footage was a cinematic.

But accordig to IGN ND said they're using the same model in cutscenes and ingame, the model is not the same if you ask me.

Also, many people said the game is going to look like that E3 teaser ingame.

I'm still positive that they'll pull of that quality at 60FPS ingame, not only in cutscenes
 
They have a track record.

fG5rujq.jpg


Game is still going to be super fun, just don't expect best graphics ever.
Yes, they also have a track record for having the best graphics on consoles. It already looks like the 3rd best graphical showpiece on next gen consoles, though I do hope they improve it just a little bit as well.
 
Glad to see they have caught up to Ocarina of Time on the N64...

Seriously, we are well passed the point of there being any need for using separate assets for narrative. In game assets have been fantastic for for nearly a decade. Plus CG trailers/cutscenes are a HUGE waist of budget imo. Have not found another way to see $400k of my budget in a 30s clip... that didnt look much better than in game...
 
To be fair Naughty Dog said they are using the same model, not the same lighting. In the panel, they said that the lighting in the game won't be able to show off as much detail in the model. I am agreement with Digital Foundry here as currently the lighting in the game is nowhere as complex as the lighting in the E3 teaser. IMO, the E3 teaser looked like CG lighting, but the game play footage didn't. Perhaps they have the ability to scale the shaders and lighting depending on the scene complexity. The lighting could change when the game is released.

I decided to fire up Maya and build a simple scene to show how complex lighting can change a whole scene or model. Please excuse how ugly and low quality the scene is.

Both scenes have the same models and the time of day is the same. However, the scene on the right has much more complex lighting and shaders.

dGiSAJN.png

Excellent demostration!!

joker.gif
 
There's an obvious drop in quality from the original trailer. The game still looks great for being so early. After thinking about it, of course I'll buy it but this leaves a bad taste in my mouth. There was a lot of pressure on ND to absolutely WOW everyone and the E3 reveal did just that... but the gameplay was a lot more in line with what we are used to this gen graphically.
 
There's also something I didn't appreciate until I started taking screencaps, which is that the bullets illuminate Drake's model and the environment as they pass through. Not sure if that's something we've seen in the last generation. Looks really nice though.

Cool or whatever, but they really shouldn't do this... If they're aiming for physical accuracy.
 
I understand Your point, but in situations where You simulate complex geometry with shader, the shader is less expensive solution.
This the reason we have bump-mapping, shader decals, wrinkle shaders, Parallax Occlusion Mapping and PADM.

The reason they have that is because they'd rather shade a surface with 150 verts as opposed to 1,500 verts. It's not just because you added more triangles that the game becomes tax'd perse. I'm not saying there is no triangle budget. I'm sure there is.. but the shading budget is a lot stricter.



Original Doom 3 actually cast shadow for EVERY projectile :) Stencil shadows are bonkers when used right.

Yep! Not only that Quake 2 had per-bullet lighting on their guns and that is years old.
 
Did anyone notice when he jumped to that rock wall and slid a bit, that he left a big scrape on the rock? Beyond looking great, I think the game will have amazing little details.
 
I didn't even notice for a while. And about gunfire in general, UC4's looks and sounds SO much better than the previous games. Guns in the previous Uncharted games sound tinny and fake as hell compared to the demo.

That's because they don't make every bullet a light source. That's another way of getting more performance out of the game. I looked at that demo and it's not happening for every bullet like Crysis 3. It's almost like they have a random number generator and picking a random bullet to be a light source out of several shots (at least for the enemies).
 
Did anyone notice when he jumped to that rock wall and slid a bit, that he left a big scrape on the rock? Beyond looking great, I think the game will have amazing little details.

Thats' called texture decals. Again, that's been done before. ND is putting a lot of niceties into the gameplay instead of pushing for a big jump in visuals. And that's OK in my book.
 
Why is it that suddenly, the footage of Uncharted 4 that came out during E3 2014 is now most definitely just a cutscene, pre-rendered footage, etc ...

... when it was being hailed for months as actual in-game footage?

Help me understand.

IN-ENGINE footage. Seriously...a lot of people are coming across as pretty dense. The E3 reveal was never in-game footage. It was a teaser specifically made for E3 for Naughty Dog to say, "hey..this is the tone we are setting for the game and here is what we can do using the PS4 to render a scene."

"The following trailer was captured directly off a Playstation 4".

But accordig to IGN ND said they're using the same model in cutscenes and ingame, the model is not the same if you ask me.

Also, many people said the game is going to look like that E3 teaser ingame.

I'm still positive that they'll pull of that quality at 60FPS ingame, not only in cutscenes

They are going to be using the same model. The first teaser has nothing to do with what they are doing with the game now moving forward.
 
They're putting a lot of detail into Drake, I hope the rest of the game gets as much love.

They have always put a ton of detail into drake, but for instance, the vegetation system (moving and reacting to wind) was developed first and then they had the idea of applying it directly to drake himself (Hair, chest hair, clothes).
 
Did we learn nothing from the Killzone trailer prior to the launch of the ps3? These graphic showcases have been Sony's shtick since the first whispers of the ps1 when they would show us charts instead of prerenders.

and much like before, I expect the game will not look as good as the trailer but still look amazing.
 
IN-ENGINE footage. Seriously...a lot of people are coming across as pretty dense. The E3 reveal was never in-game footage. It was a teaser specifically made for E3 for Naughty Dog to say, "hey..this is the tone we are setting for the game and here is what we can do using the PS4 to render a scene."

"The following trailer was captured directly off a Playstation 4".



They are going to be using the same model. The first teaser has nothing to do with what they are doing with the game now moving forward.

http://www.neogaf.com/forum/showthread.php?t=835985

Enjoy.
 
Did we learn nothing from the Killzone trailer prior to the launch of the ps3? These graphic showcases have been Sony's shtick since the first whispers of the ps1 when they would show us charts instead of prerenders.

and much like before, I expect the game will not look as good as the trailer but still look amazing.

The Killzone footage is a bad comparison. It was never an in-engine cinematic.


Thanks. You just proved the point I was making.
 
Yeah, there it is. Like clockwork. Once again some unfortunate clueless user posts that image.

can you please for the love of almighty do some research of what you post.

there is a reason even mods said people better stop doing that shit. It's complete nonsense.

Lol what?

Same model different LoDs I'd assume? The previous Uncharted games already scaled a lot so no surprise there.



And of course some idiot is going to post this. >_>

Goddamn, why is this image not be deleted from the Internet? -_-

Jesus Christ this shit again. Why isn't this image a bannable offense yet?

Thats actually a good illustration of how even slight changes in lighting and mood can change the look of the game completely.

Ah, this again.

Honestly, this should become ban worthy on the account of derailing thread.

LOL.

Oh boy here we go again. The ride never ends

Is this un-ironic or ironic?

http://i.imgur.com/Lq6y2zI.gif

Every ND thread should start by banning the use of said image above.

Yes, they also have a track record for having the best graphics on consoles. It already looks like the 3rd best graphical showpiece on next gen consoles, though I do hope they improve it just a little bit as well.
so none of you is going to tell us, why that picture apparently doesn't show a downgrade?
and don't say different time of day or stuff like that.
 
perhaps, but it's the same scenario where a developer was showcasing the games graphics with a video that is better than the game will ever look during gameplay. If I remember correctly, killzone was originally said to be ingame but later after much fuss they admitted it was prerenders.
 
Thats' called texture decals. Again, that's been done before. ND is putting a lot of niceties into the gameplay instead of pushing for a big jump in visuals. And that's OK in my book.

The funny thing is that they have always done this with Uncharted, looking back at Uncharted 1 you might say 'well getting wet like that is cool, but couldn't they have cut stuff like that and pushed overall things a little bit more?', yet they still ultimately create the best looking games on consoles. What we have seen of 4 seems very Uncharted 1 even , imo, just expanded with all the experience they have attained. IF they make more uncharted games after this, we're going to see the same kind of crazy jumps that Uncharted 1-2-3 had in terms of rendering. Can't wait for 4 and whatever games they do next.

His chest hair is gone. Preorder cancelled.

Yeah it's absolutely a situation where details on the character will progressively come online the closer you get to the model. During their PSX showing you can see this happening when they show Drake getting wet. As the camera comes closer you can see the fine detail cloth shader fade in.

His chest hair is gone. Preorder cancelled.

Yeah it's absolutely a situation where details on the character will progressively come online the closer you get to the model. During their PSX showing you can see this happening when they show Drake getting wet. As the camera comes closer you can see the fine detail cloth shader fade in."]
His chest hair is gone. Preorder cancelled.

Yeah it's absolutely a situation where details on the character will progressively come online the closer you get to the model. During their PSX showing you can see this happening when they show Drake getting wet. As the camera comes closer you can see the fine detail cloth shader fade in.

LINK

Go back slightly earlier to see just how good the model/shaders are on that super close up at the start of the demo, it actually looks a ton better than any of the released trailer footage.
 
To be fair Naughty Dog said they are using the same model, not the same lighting. In the panel, they said that the lighting in the game won't be able to show off as much detail in the model. I am agreement with Digital Foundry here as currently the lighting in the game is nowhere as complex as the lighting in the E3 teaser. IMO, the E3 teaser looked like CG lighting, but the game play footage didn't. Perhaps they have the ability to scale the shaders and lighting depending on the scene complexity. The lighting could change when the game is released.

I decided to fire up Maya and build a simple scene to show how complex lighting can change a whole scene or model. Please excuse how ugly and low quality the scene is.

Both scenes have the same models and the time of day is the same. However, the scene on the right has much more complex lighting and shaders.

dGiSAJN.png

Fascinating. Makes a lot of sense.
 
Halo Reach, Crysis 2 to name few.
Crysis 3:
ifwgRfcm6nosl.gif

It's not an effect you have seen regularly on small, incredibly fast moving projectiles like tracer fire from regular firearms, is what I assume he meant. Obviously we've had projectiles lighting their surroundings for years and years in games, but they are usually larger, slow moving, "energy" type weapons. It's just a nice small detail to have the tracer light up something as it whips by in the blink of an eye, most games wouldn't even bother.

To be fair Naughty Dog said they are using the same model, not the same lighting. In the panel, they said that the lighting in the game won't be able to show off as much detail in the model. I am agreement with Digital Foundry here as currently the lighting in the game is nowhere as complex as the lighting in the E3 teaser. IMO, the E3 teaser looked like CG lighting, but the game play footage didn't. Perhaps they have the ability to scale the shaders and lighting depending on the scene complexity. The lighting could change when the game is released.

I decided to fire up Maya and build a simple scene to show how complex lighting can change a whole scene or model. Please excuse how ugly and low quality the scene is.

Both scenes have the same models and the time of day is the same. However, the scene on the right has much more complex lighting and shaders.

dGiSAJN.png
This is more or less exactly what I was explaining the other day, and met with some objection. You can get a similar result by simply changing the lighting itself and keeping everything else in the scene identical (models, shaders, materials). Taken to extremes, just using one flat ambient light will look horrendous vs. several lights in good position with nice falloff and varying intensities for highlights and fill lighting. To less extremes, a cutscene with strategically placed lighting will tend to look better than a gameplay segment with one main light source that needs to catch the player anywhere they move the character/camera.
 
dGiSAJN.png

Excellent demostration!!

Thanks.

IN-ENGINE footage. Seriously...a lot of people are coming across as pretty dense. The E3 reveal was never in-game footage. It was a teaser specifically made for E3 for Naughty Dog to say, "hey..this is the tone we are setting for the game and here is what we can do using the PS4 to render a scene."

"The following trailer was captured directly off a Playstation 4".

Thanks for pointing this out. Typically, a "capture" is not done in real time, it is written to a file and played back. So while it was rendered on a PS4 using the Uncharted 4 engine, it was most likely not real time or the frame rate was poor. Hence, it was captured to a file and stitched together at an acceptable frame rate.
 
Thanks.



Thanks for pointing this out. Typically, a "capture" is not done in real time, it is written to a file and played back. So while it was rendered on a PS4 using the Uncharted 4 engine, it was most likely not real time or the frame rate was poor. Hence, it was captured to a file and stitched together at an acceptable frame rate.


No...
 
so none of you is going to tell us, why that picture apparently doesn't show a downgrade?
and don't say different time of day or stuff like that.

Its a prerendered cutscene. There is literally no reason why anyone would downgrade a prerendered cutscene. They just changed the lighting conditions.
 
Top Bottom