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Face-Off: Uncharted: Drake's Fortune on PS4

see5harp

Member
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.

The size of the project is not remotely similar to Master Chief Collection.
 

BigDug13

Member
In the light of today's events in Oregon such comments are not funny at all.

Based on this criteria, the joke should never be made because of atrocities that happen everyday somewhere in the world. Not everyone is from the U.S. on this forum and therefore not everyone is going to feel compelled to censor jokes based on news coverage of an event they may or may not even know about.
 

psychotron

Member
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

This all day.
 
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."

Saber did a tremendous job on Halo 2 Anniversary, but I'd like to imagine how lovely a Bluepoint remaster of Halo 3 and 4 would have been, or what kinds of improvements they could have made to the already existing Halo CEA.
 

thelastword

Banned
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....
 

dark10x

Digital Foundry pixel pusher
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.
 

Putty

Member
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.

Sent you a PM J.
 
This is probably gonna be on my Christmas list. Between Metal Gear Solid 5, Fallout 4, GTA 5 on PC, and wanting to beat Golden Abyss, I've got plenty to keep me occupied until then. I've had such an interest in the series but I never beat UC1 because of performance. I just couldn't put myself through how poorly it ran.
 

Creamium

shut uuuuuuuuuuuuuuup
After seeing the comparison vid DF made, I'm even more impressed by the improvements in DF. Still think this is a great looking game. Some of my caps
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.
 

WITHE1982

Member
Thanks to Simply Games (yet again) i'll be jumping in to this later.

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No code for Uncharted 4 mulitplayer Beta. Uses the disk to verify and let you download so no code sharing it seems.
 

thelastword

Banned
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).
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.

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.
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.

I do agree that this is 16xAF, wasn't Tlou 16xAF as well...? Filtering is so much better in this remaster and the game benefits from that immensely with it's great art and textures.

As for video, (pre-rendered scenes) I do hope sony implements HEVC (H.265) on the PS4 soon, now, that is some great tech for video quality in games going forward.
 
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.
 
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
 

olimpia84

Member
Was not that impressed with the demo. Improved FPS is nice but for some reason the game looks dated which is crazy since UC2 is one of the best looking games released last gen. Will probably pick this up when it drops to 20 bucks.
 

viHuGi

Banned
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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.

Pretty sure DF stated 16x.

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.
 
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