Your only proving my point even further. Look at the fingers going through ondulations and still remaning what you call "flat". I also don't see of if this was an issue, it would be an issue with the actual sand as you claimed and not the shadowing...
Look at his neck. Sand is deforming the shadow or someone is cutting his head.
Actual sand is not a flat surface, so shadows *can't* be flat. Guy, stop arguing this, it's common sense. You can minimize the deformation with the right perspective, but it still there.
As long as surfaces aren't flat, shadows can't be flat. Same mechanics applies here, only its more subtle in sand because there is no 90º angles.
Obviously it's not a shadowing problem, it's a flat surface acting as sand. And not even nicely done textures can mask that.
It's not scripted. You're in total control of the character you can go anyway you want and the sand will react even if you are in different places.
Yes even the part where he's struggling to go up the dune is a played controlled part.
It is scripted. Scripted doesn't mean a recorded cut scene. Scripted mean there is no real calculations behind the elements behaviour and interactuation.
Water at Halo 3 it's scripted. That water trail following you, interacting with you, it's a script, not a water simulation physics engine.
This is not an interesting topic. I made up a clarification about a misconception. That's all. I have no more interest in arguing how the shadows works at real life, when it's obvious how it works for everyone here.
That's what people ARE praising! The fact that ND can achieve what they have with old tech is amazing. Sure it's a lot of smoke and mirrors, but the end result is some of the most consistently beautiful graphics around this generation. I could care less whether Drake deforms the sand in real time or not, it looks amazing and that's the point. I think you're being a little too anal about some of this stuff.
Tell that to the guy above. He is actually refuting how shadows cast at real world. Tell that to the guy below, who also talks about a non scripted physic model to animate water.
None of the things you bring up are "scripted". Are we talking about a physically accurate simulation of how a billion grains of sand behave in a sand dune? No, of course not. But the sand does react very dynamically to how the player moves, so the term "scripted" certainly doesn't apply.
When the sand "flows" down the sides of dunes, some of the same (or similar) tricks as when creating the flow of water are used.
http://www.slideshare.net/agebreak/water-technologyofunchartedgdc2012
It's clear you don't have a right understanding of what a script is. They are talking about procedural water. There is no simulation or physic involved there. It's just a cheap way of generate something like water, a forest or even a city without having to desing and store it in memory. That's why it's different every run, because it is being generated everytime. That doesn't mean water obeys mother nature. Much less water is being taken from somewhere to fill anything, as somebody suggest. Game is not calculating sand or water behaviour, is running scripts ND did after research such behaviour.
I never said it deformed, I said it's not pre-rendered and is dynamic. I don't know how they done it, I also don't know how it's just a " parallax-mapped texture on top of the surface". How would they achieve with that all the different footprints that actually animate and crumble down depending on the slope?
Do you have a source for that?
I was actually reading about Uncharted 2 snow the other day and it wasn't that, it was some sort of shader use for vertex blending or something like that, iirc.
http://youtu.be/5nXurC9hMXg?t=1m45s
Uncharted 3 looks so good to be a PS3 game. There is no need to cheat people into thinking it is doing things that are way beyond their capabilities or needs.
I think I have been clear enough, so I hope we can have an agree here and stop this nonsense subtopic.
Kisses.