An imperfectly exceptional feat: Shadows in The Last of Us

Do people actully look at shadow and ground that much while playing game? Honest answer I watched the video and game looked preety gripping but i did not focus on technical details at all than again I am wii owner with who is completely fine with graphics at any level. I can even play N64 games without problem as long as game is good.

It's not so much about noticing the shadows every time you walk into a room so much as it is about the image as a whole.
 
Kinda off topic, but I really think this game is going to be more than Uncharted with a mushroom skin. There are a lot of very distinguishing mechanics, like the real-time crafting system and the scarce bullets that actually kill people when they get shot. It looks like it's going to actually end up feeling more like Demon's Souls than Uncharted with the way each enemy poses a very real threat.

As far as replayability or story elements are concerned, I have no idea.



Some people do. For others, I think most people are seeing these details more than they realize- it's just happening subconsciously and contributing to the overall sense of immersion that you feel.

Ya i think i am one of those. I do not realize what is going on behind the game. I just want it to play smooth and have great game play.
 
Do people actully look at shadow and ground that much while playing game? Honest answer I watched the video and game looked preety gripping but i did not focus on technical details at all than again I am wii owner with who is completely fine with graphics at any level. I can even play N64 games without problem as long as game is good.

For the type of game LoU looks to be, I think lighting and shadowing are really important to set the mood and tone. LoU looks excellent in both regards and it looks like this is going to be a one atmospheric game IMO.
 
Ya i think i am one of those. I do not realize what is going on behind the game. I just want it to play smooth and have great game play.

I really don't understand posts coming in here and talking about what tech they can't appreciate or understand or don't care to do. Well, there are hundred other threads out there where more relevant contributions can be made.

This is not a thread where we discuss:

1. How graphics are killing the industry
2. How ND could cut these programmers because the details seem irrelevant (with a big IMO)
3. Replayability or quality of gamplay experience of TLoU, an unreleased game

So please, if you can't stick to the topic, at least have the decency to not derail.

Now pertaining to the topic:

Has there been any information pertaining to the usage of "imperfect shadow maps" in UE4? I may be mistaken but what was shown in Starwars 1313 seems indicate sophistication in the shadow maps with UE3.9
 
The one thing that bothers me in TLoU is that inside the building every room looks oversized.
 
I really don't understand posts coming in here and talking about what tech they can't appreciate or understand or don't care to do. Well, there are hundred other threads out there where more relevant contributions can be made.

This is not a thread where we discuss:

1. How graphics are killing the industry
2. How ND could cut these programmers because the details seem irrelevant (with a big IMO)
3. Replayability or quality of gamplay experience of TLoU, an unreleased game

So please, if you can't stick to the topic, at least have the decency to not derail.

Now pertaining to the topic:

Has there been any information pertaining to the usage of "imperfect shadow maps" in UE4? I may be mistaken but what was shown in Starwars 1313 seems indicate sophistication in the shadow maps with UE3.9

They have a GI solution in Voxel Cone Tracing in Unreal 4 so I doubt they're doing imperfect shadow maps but how useful the shadow maps would be I think depends on the resolution of the voxel structure used and the level of interaction with the solution. It seems from the demo videos we've seen that UE4 could benefit from an SSAO implementation or really just something that's going to give the creases and corners a little sense of depth and detail. I don't think something like imperfect shadow maps would necessarily be worth implementing though.

http://developer.download.nvidia.com/GTC/PDF/GTC2012/PresentationPDF/SB134-Voxel-Cone-Tracing-Octree-Real-Time-Illumination.pdf

http://www.youtube.com/watch?v=fAsg_xNzhcQ
 
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