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

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Didn't they do it with the last of us remastered?

Joel and Ellie still look spectacular, I have no doubt Nathan Drake will look even better.
 
Didn't they do it with the last of us remastered?

Joel and Ellie still look spectacular, I have no doubt Nathan Drake will look even better.
I'm confident that's a no. Last of Us cutscenes are super pretty and super prerendered. It's possible though that Remastered in game models are a lot closer.
 
I'm confident that's a no. Last of Us cutscenes are super pretty and super prerendered. It's possible though that Remastered in game models are a lot closer.
If I recall, TLoUR's in-game models were the same as the cut-scene models from the original version. Pre-rendered scenes were taking up too much space on the discs, so everything in the remaster is done with in-game visuals that far surpass the original. ND said this would be their approach to visuals and cut-scenes going forward.
 
Damn ! ok.

I can't wait for E3 2015 to see how this game progressed. I think this is where Naughty Dog will make Uncharted 4 shine and get us hyped for its October-November release.

I also can't wait to see the multiplayer. I'm one of those that LOVED the multiplayer in Uncharted 2 and 3. It's was a blast to play and now that the PS4 has the online set up properly with chat and all that, it's gonna be even better !
 
This makes for great transitions from cut-scenes. I loved this approach in some of Ryse's moments. Hopefully they pan from cut-scenes straight to gameplay.

It gives you that "Wait...Holy Crap...I'm playing now?!" feeling.
 
One question. Why? It is perfectly fine to load better models for cutscenes and that can be done seamlessly. Why spend resources on things that 90% of users won't notice? :D
 
Lol, really? Is that true? I find that very hard to believe.

Yes, it's true. We can groom a fur'd animal with over 5 millions hairs and just put a flat color on the hairs and it will render in a few seconds. Groom a 1 million hair object wtih full shader, lighting, and indirect diffuse and it will render in minutes.

Sending triangles through the pipe is less strenuous on the GPU (or even CPU) than it is to shade and light them.
 
This makes for great transitions from cut-scenes. I loved this approach in some of Ryse's moments. Hopefully they pan from cut-scenes straight to gameplay.

It gives you that "Wait...Holy Crap...I'm playing now?!" feeling.
Last time I had that feeling was when the plane crashed at the start of BioShock 1
 
That's not efficient.

Edit:
Oh wait, I can actually kind of see that in the gameplay. The shaders are just worse looking in gameplay, but his face doesn't seem to have any more poly's.
 
If I recall, TLoUR's in-game models were the same as the cut-scene models from the original version. Pre-rendered scenes were taking up too much space on the discs, so everything in the remaster is done with in-game visuals that far surpass the original. ND said this would be their approach to visuals and cut-scenes going forward.

TLOU Remastered still had video cutscenes, just rerendered in 1080p, but Uncharted 4 and going forward will have realtime cutscenes.
 
One question. Why? It is perfectly fine to load better models for cutscenes and that can be done seamlessly. Why spend resources on things that 90% of users won't notice? :D

Makes the presentation better.. and because they simply have the resources to make it look better.

What I don't like is that people use those cutscenes to judge the game's overall graphics presentation -- which is misrepresenting what the game can actually do while the user has control.
 
Makes the presentation better.. and because they simply have the resources to make it look better.

What I don't like is that people use those cutscenes to judge the game's overall graphics presentation -- which is misrepresenting what the game can actually do while the user has control.

But for example they could allocate that to other things for example batter AO or better AF (i don't know how much resources same model is using). I mean i really love their attention to details but i am always for balance :D
 
But for example they could allocate that to other things for example batter AO or better AF (i don't know how much resources same model is using). I mean i really love their attention to details but i am always for balance :D

Well, I agree to disagree there. The actual gameplay of most games isn't that impressive compared to the cutscenes. How much mileage would you get if you could only afford to add one really good feature and the overall cutscene still looks like a 'game" compared to bringing everything up in one go a where they know exactly how the animation and camera will be used and it looks CG.
 
Wasn't this disproven? I've seen a gif of the model changing during the transition from cut scene to game play.

ummm, no you saw a glitch most likely. I've seen the gif you're referencing many times and the quality of the model doesn't change just a bit of jank in some early alpha footage.
 
The cutscenes themselves were just rerendered at 1080p 60fps though, right?

Yes, and then through some magic they compressed them more efficiently to still fit on a Blu-ray and look arguably cleaner than on PS3, despite being higher resolution and twice the framerate.
 
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