Looks incredible, and I'm really digging DF's videos lately. Watching that made me sad that Bluepoint didn't do the Master Chief Collection. I would be ecstatic if they handled a Mass Effect Trilogy remaster though.
In the light of today's events in Oregon such comments are not funny at all.
The game is 2.25 the pixels, refined assets and models everywhere and double the FPS, that's not minor.
Just so people know, a locked 60fps would probably require a ton more headroom than 'solid 60fps'
Like say if the real framerate is like mid to high 60s, they would have to get it to high 70s to ensure locked 60 even in busy scenes. That's 10fps higher in sacrifice just to get it to locked 60.
A 60fps game just means it capped at 60, just like a 30fps game means its capped at 30
Might not be the same size but their effort is enormous.The size of the project is not remotely similar to Master Chief Collection.
I should have said "it made me sad that Bluepoint wasn't one of several studios contracted to work on the Master Chief Collection."The size of the project is not remotely similar to Master Chief Collection.
1) Yeah, that's right. There's so many improvements that I actually ran out of time. It's an improvement in line with smoke and fire effects - they re-did all of them and it looks much better.Couple of points Dark:
1. Water Splash has been greatly enhanced in the PS4 version, notice how better it is as Drake runs/wades through water in the remaster.
2. I think we need further info on the PPAA solution here, (perhaps contact BP) it's really good, something tells me it's what being used in UC4, it kills shader aliasing like a lion tamer. So I'm thinking that some TAA is in there as well.
3. You spoke of dips, but I only saw one dip to 59fps when it was loading (that famous shootbang level), where you have to get to the plane wreck in the background...(no one ever thought getting to a plane wreck would be so tough (on crushing of course)......it's been a while, but I think that's the level. In anycase, are there any other areas where these dips occur? Seemed like a level loading dip.....
I'm thinking also that the day one patch may improve certain performance anomalies, no matter how small or insignifcant or any bugs for that matter. However what I'm seeing here is pretty stellar work.
Anyhoo's, nice improvement on commentary and visual cues, it's about time....
1) Yeah, that's right. There's so many improvements that I actually ran out of time. It's an improvement in line with smoke and fire effects - they re-did all of them and it looks much better.
2) We're working on getting an interview with Bluepoint and I definitely want to ask about it. It's super impressive indeed.
3) The vid I did earlier in the week shows a few more dips (when you first stumble upon the ruins early in the game, for instance) but the game really is super consistent. Slowdown is mostly limited to a few early areas but, by and large, it's 99% locked at 60fps, I'd say. The majority of the experience is extremely smooth (and I've actually finished the game so can confirm it remains that way).
I had some constraints with the comparison this time as my PS3 is a "slim" model which presents problems for frame-rate analysis when lots of tearing is involved. So I had to have someone else capture footage and send me the files after which I made comparable PS4 footage. It's been so long since I've worked with PS3 video that I had forgotten about the "dithering" problem. It's not a problem visible to the naked eye, but it interferes with the analysis. The original "phat" models do not suffer from this at all (and my launch 60gb PS3 is dead now, unfortunately).
I'm also thinking that the day 1 patch might clean up those issues. I'm just happy that the experience straight off the disc is so good. Anything improved in the patch is just gravy at this point. I'll certainly put it to the test when it is released, though.
If I had the time, I'd spend hours in photo mode alone... It's just so great to have it in these games. Looking forward to the Collection photo thread.
At least you still have your slim, both my Phat and Slim are dead (in the water)........ This problem is really odd though, it's probably the cinavia (copyright, recording prevention) tech on the PS3. From my understanding, it's introduced in firmware on all PS3 systems, but the newer versions of the PS3(slim), also had some form of hardware implementation (a physical chip). So this might be your issue right there.I had some constraints with the comparison this time as my PS3 is a "slim" model which presents problems for frame-rate analysis when lots of tearing is involved. So I had to have someone else capture footage and send me the files after which I made comparable PS4 footage. It's been so long since I've worked with PS3 video that I had forgotten about the "dithering" problem. It's not a problem visible to the naked eye, but it interferes with the analysis. The original "phat" models do not suffer from this at all (and my launch 60gb PS3 is dead now, unfortunately).
Yes, the improvements from the patch on release day should be interesting. You also noted that MB does not affect framerate in UC1 (that is camera and per object combined I'm thinking). This may mean that surplus frames over 60fps in UC1 is significant enough to not show the disparity as the target of 60fps is kept regardless.dark10x said:I'm also thinking that the day 1 patch might clean up those issues. I'm just happy that the experience straight off the disc is so good. Anything improved in the patch is just gravy at this point. I'll certainly put it to the test when it is released, though.
Those Uboat photos gives me a rush of nostalgia.
Managed to get the UC collection early and am playing through UC1. It's obviously a PS3 era launch title, but they've made a lot of noticeable changes to the graphics. Gameplay is a lot smoother too.
https://gaming.youtube.com/watch?v=3DC7fcmTFME
Is the patch up yet?
Of the three games included in this collection, Drake's Fortune turns in the best performance.
We need some more AF here, boys.
Least advanced, least refined, best explosions.Duh? It's also the least ambitious of the three.
Locked 60 on consoles is an utter waste of horsepower.
Nope.Are the cutscenes real time now?
Locked 60 on consoles is an utter waste of horsepower. Some scenes will be more demanding than others, and to stay at locked 60, your game has to be running at around 80 FPS most of the time. This is why I really like the dynamic resolution solution developers are using this gen. Uncharted Collection doesn't really need it, but it's a great solution for when you want to squeeze out every ounce of power from the hardware while maintaining a locked 60FPS without any loss of horsepower. Every time something graphically intense happens that would drop the framerate below 60FPS, the resolution drops instead, providing a constantly smooth experience. The drop in resolution with a decent upscaler is hardly as jarring as sudden framerate drops.
I really hope more developers implement this solution for 60FPS console games this generation.
Good IQ > 60fps with muddy IQ
PS4 can do AF after all! Lol
Good IQ > 60fps with muddy IQ
PS4 can do AF after all! Lol
The good old days of screenshots for Uncharted. We're just missing the waterfall and the Rock pillars.
Good IQ > 60fps with muddy IQ
Isn't the game using 16x AF?
Negative. Fps is the most important part of graphics imo.Good IQ > 60fps with muddy IQ
Probably not. It is hard to see in a lot of the media posted IMO, but that looks kinda like 4x or so in the screen above.
Anothe significant step forward lies in the use of anisotropic filtering. On PS3, trilinear filtering often results in highly blurry textures even at relatively gentle angles. There is a sense that much of the fine detail present in the original art is lost as a result. In the jump to PS4, we now see a high level of anisotropic filtering in use perhaps as high as 16x. Textures are sharp and crisp at all but the steepest of angles enabling the art to shine through.
The surfaces and various textures of the submarine above show like ~4x. DF stated:Pretty sure DF stated 16x.
n the jump to PS4, we now see a high level of anisotropic filtering in use perhaps as high as 16x.
The surfaces and various textures of the submarine above show like ~4x. DF stated:
But definitely not 16x for those aforementioned textures.
Pretty sure DF stated 16x.