The Making Of Uncharted 4 - Pushing Technical Boundaries

I gotta be honest, I was disappointed by this video. I was really looking forward to it because I expected ND to talk even just a little bit about their new lighting system or polygon counts for characters, but nothing. Everything they mentioned in the video seems like either old info or overly simplified. Guess we gotta wait for the GDC slides to get an in depth look at the techniques they got under the hood.
 
I gotta be honest, I was disappointed by this video. I was really looking forward to it because I expected ND to talk even just a little bit about their new lighting system or polygon counts for characters, but nothing. Everything they mentioned in the video seems like either old info or overly simplified. Guess we gotta wait for the GDC slides to get an in depth look at the techniques they got under the hood.

Yer same.
 
I'm a little irked at the comment of "We've created environments that are 10x or larger than the size previously" and then in the next breath talk about how there's still a point A to B...just maybe 3 paths instead of one. That's like 2007 Medal of Honor Airborne "innovation" to a tired game experience. Doesn't really sound that impressive, but I guess the DNA of an Uncharted game is always going to be a playable rollercoaster.

PS: I have never played an Uncharted game (didn't own a PS3), has there been any word on the approachability to the story for someone that's never played one? I tried the demo of the Uncharted Collection on PS4, but it felt too dated for me to trod through 3 games worth of content to just get caught up on lore.

Uhhh even open world games are A to B while doing missions.
 
I gotta be honest, I was disappointed by this video. I was really looking forward to it because I expected ND to talk even just a little bit about their new lighting system or polygon counts for characters, but nothing. Everything they mentioned in the video seems like either old info or overly simplified. Guess we gotta wait for the GDC slides to get an in depth look at the techniques they got under the hood.

Part 2?
 
Looks beautiful. Hopefully they will brag a bit in part 2 about their engine technicalities.
These videos usually tends to be solely artist/designer focused.
 
it looks like this game will have damn near everything I want.

I just hope to be pleasantly surprised seeing if there is a splitscreen option...
 
gifrtogz.gif

Absolutely amazing.

I really dig what they did with the aiming system, with the character on the left side of the screen. Felt really nice in the beta. The controls were superb overall, gigantic improvement over Uncharted 3, can't wait!
 
Hopefully. But I'm afraid it's going to be overly simplified as well to cater to the mainstream audience. Let's face it, if they go too in depth, most people might get bored or confused. I don't want them to go too technical about the details, but at the very least, I hope they would at least be more specific about the details. For example, in this video, texture resolution is said to be improved from previous games. That's way too obvious and simplified considering how much more RAM the PS4 has. At least mention the actual texture resolution or something along the lines of "quadrupled from Uncharted 3".

Also, this video never once mentioned the lighting engine. I'm most interested in seeing the technique they use for global illumination.
 
Oh shit, I was thinking of cancelling my preorder yesterday because there's quite a few releases all coming in a short amount of time.

Preorder un-cancelled

Edit: There's a photomode, right?
 
Erm have you played previous entries? (Or Even more recently, the E3 or PSX trailers. E3 with Sully, PSX with Sam)

Yeah but U2 came out 7 years ago and U3 5 years ago, and I played them all in their year of release - completely forgot most about them :P
 
And again the animations are god tier level. The way he removes the strap over his head with the clothes and the rope physics, everything is coming together smoothly to the aiming position.
Perfection.
 
I'm a little irked at the comment of "We've created environments that are 10x or larger than the size previously" and then in the next breath talk about how there's still a point A to B...just maybe 3 paths instead of one. That's like 2007 Medal of Honor Airborne "innovation" to a tired game experience. Doesn't really sound that impressive, but I guess the DNA of an Uncharted game is always going to be a playable rollercoaster.

PS: I have never played an Uncharted game (didn't own a PS3), has there been any word on the approachability to the story for someone that's never played one? I tried the demo of the Uncharted Collection on PS4, but it felt too dated for me to trod through 3 games worth of content to just get caught up on lore.

Every game has to be point A to B at some point, if you want to move a story forward.
 
There is only one piece of new footage and it's already been gifed.
There was also a short new footage showing only the jungle environment. This reminds me, I really hope ND will mention the techniques they use for the foliage in this game in the next video.
 
I'm a little irked at the comment of "We've created environments that are 10x or larger than the size previously" and then in the next breath talk about how there's still a point A to B...just maybe 3 paths instead of one. That's like 2007 Medal of Honor Airborne "innovation" to a tired game experience. Doesn't really sound that impressive, but I guess the DNA of an Uncharted game is always going to be a playable rollercoaster.

PS: I have never played an Uncharted game (didn't own a PS3), has there been any word on the approachability to the story for someone that's never played one? I tried the demo of the Uncharted Collection on PS4, but it felt too dated for me to trod through 3 games worth of content to just get caught up on lore.

That seemed like them saying that the game's environments are a lot bigger than before, but they haven't compromised what Naughty Dog's games are known for: handcrafted attention to detail and strong pacing.
 
after finishing the uncharted collection, my body is god damn ready for this emotionally roller coaster that's gonna be seeing
Sully die and Elena getting pregnant by Sam out of spite for Nate leaving her again
 
Are there any spoilers? I've only seen the very first gameplay reveal. Not even the extended version. I've seen no story trailers either.

Same, I'd really like to watch these diaries but it'll have to wait until I beat the game.
It's awesome to go into a game blind.
When I realized how much of UC3 was shown before the game was released I was really glad I went on media blackout, there's no way that seeing so much of a game before experiencing it first hand wont affect your enjoyment.
 
Not much tech talk.

Also, this video never once mentioned the lighting engine. I'm most interested in seeing the technique they use for global illumination.

Pretty sure Naughty Dog just bakes the indirect lighting. The game doesn't really need a real-time solution, no day-night cycle, global lighting will remain static throughout the gameplay and there aren't any timelapses like in Quantum Break that would require one. Their job listing even specifically ask for experience in baking vs. knowledge in real-time GI.


http://www.naughtydog.com/site/careers/lighting_artist1/
"Some experience with generating light-maps, pre-lighting or baked lighting is desired"
 
Not much tech talk.



Pretty sure Naughty Dog just bakes the indirect lighting. The game doesn't really need a real-time solution, no day-night cycle, global lighting will remain static throughout the gameplay and there aren't any timelapses like in Quantum Break that would require one. Their job listing even specifically ask for experience in baking vs. knowledge in real-time GI.


http://www.naughtydog.com/site/careers/lighting_artist1/
"Some experience with generating light-maps, pre-lighting or baked lighting is desired"

there is also instances of GI in the car chase demo, but it could be faked (saying that, it is faked in all games to some level anyway)
 
Not much tech talk.



Pretty sure Naughty Dog just bakes the indirect lighting. The game doesn't really need a real-time solution, no day-night cycle, global lighting will remain static throughout the gameplay and there aren't any timelapses like in Quantum Break that would require one. Their job listing even specifically ask for experience in baking vs. knowledge in real-time GI.


http://www.naughtydog.com/site/careers/lighting_artist1/
"Some experience with generating light-maps, pre-lighting or baked lighting is desired"
Hmm, interesting. I never saw that job listing before. I'm still curious about how exactly they do it, though, especially regarding the flashlight. In TLOU, when you point your flashlight at certain surfaces, color bleeding could be seen on other surfaces. Now, I'm not sure if we got any info about it, whether it's some form of real time GI or hand placed by the artists. Anyway, Uncharted 4 seems to be using a very similar effect, so I'm wondering how exactly they do it. The story trailer had a good example of light bouncing of the flashlight.

There are also many other instances of color bleeding too, actually. The E3 demo had orange hue bouncing off the soil onto the jeep. Even the open beta had green hue from vegetation in the jungle level and yellow hue from buildings in the city. But I think the latter two are baked since the environment is mostly static.
 
I got you.

Link


edit: for some reason imgur ruins the fluidity of the gif completely. The fuck is going on.
Thanks, looks stunning. The lighting in that area and those walls.

I think I'm going to have to bite the bullet and buy a PS4 with the UC collection. I feel like I'm greatly missing out.
 
I gotta be honest, I was disappointed by this video. I was really looking forward to it because I expected ND to talk even just a little bit about their new lighting system or polygon counts for characters, but nothing. Everything they mentioned in the video seems like either old info or overly simplified. Guess we gotta wait for the GDC slides to get an in depth look at the techniques they got under the hood.

Completely agree. Just a tiny morsel of new footage as well. There is a second tech video, maybe they'll elaborate in that?

Not really, Quantum Break and The Tomorrow Children are using fully real time global illumination.

So is Driveclub afaik.
 
Completely agree. Just a tiny morsel of new footage as well. There is a second tech video, maybe they'll elaborate in that?



So is Driveclub afaik.
Shit, how the hell did I forget DriveClub? It is the only game of the three that I own. :P
But to be fair, I've been trying to get a look at color bleeding in DriveClub, but I just can't seem to find an instance of it. Got any pics that show it?

Anyway, I really, really hope the second video will be more informative. If it isn't, we're gonna have to wait for the GDC slides. :(
 
Love the little detail of how he pulls the strap over his head

That is amazing, didn't notice that thanks.
Shit, how the hell did I forget DriveClub? It is the only game of the three that I own. :P

Anyway, I really, really hope the second video will be more informative. If it isn't, we're gonna have to wait for the GDC slides. :(
I don't think these are to be very informative, at least technically. Not that I would understand a technical talk.
 
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