The Making Of Uncharted 4 - Pushing Technical Boundaries

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

fake might not have been the right word. i don't know of any game that uses the real ray tracing method. only the voxel cone approach, which is an approximation.
 
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.
They've done several technical-like talks. They did one at PSX and several at GDC, check on youtube. This is a promotion/marketing video.
 
Does the E3 footage look a little better now than it did before to anyone else? I haven't seen the E3 footage in a few months so I could be imagining things :P it just looks so damn good!
 
Ray tracing is also an approximation.

if we're being pedantic, then it is an approximation of reality, yes.

from what i understand though, voxel cone tracing is a cheaper approximation of ray tracing. hence why we're even seeing anything like it real time atm.
 
Looks amazing, can not wait to play it! the section shooting at the truck, I just see a huge reticle in the middle of the screen. I hope those sections arent just hold down R2 to shoot
 
The level of detail is God tier. ND and EAD Tokyo, Retro are the best in the business. Nothing come close to this guys in that department.
 
Any spoilers guys?

Fuck they will probably show some amazing environments and sceneries, I'm not sure if to see it now or save all those sights for the game, GAF what should I do??
 
fake might not have been the right word. i don't know of any game that uses the real ray tracing method. only the voxel cone approach, which is an approximation.
Well, tuxfool replied to you, but I'll just say that The Tomorrow Children does use ray traced global illumination if I'm not mistaken. The technique is called Cascaded Voxel Cone Ray Tracing, I think.

Does the E3 footage look a little better now than it did before to anyone else? I haven't seen the E3 footage in a few months so I could be imagining things :P it just looks so damn good!
Looks about the same to me. In fact, I'm pretty sure it's the same footage.
 
Does the E3 footage look a little better now than it did before to anyone else? I haven't seen the E3 footage in a few months so I could be imagining things :P it just looks so damn good!

Nah, same footage as E3. Would love to see an updated build of that section. The latest footage really reduced the artifacting caused by their AA solution, which was present at E3
 
Well, tuxfool replied to you, but I'll just say that The Tomorrow Children does use ray traced global illumination if I'm not mistaken. The technique is called Cascaded Voxel Cone Ray Tracing, I think.

No, that is actually not quite the same thing. Along with SVOTI and VXGI I suppose you could call it an approximation of ray tracing.
 
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Oh, I see. Sorry, my bad. So the technique used in The Tomorrow Children is still voxel cone based?

Yes. I don't see any reason for them to change, the voxel based GI solution seems like a fundamental component of their engine.

And it looks so damn good.
 
Yes. I don't see any reason for them to change, it seems like a fundamental component of their engine.

And it looks so damn good.
Indeed, thanks for the clarification. I read the technical slides long before I knew much about global illumination and I must have misinterpreted it.
 
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)
If you mean bounce light from environment to the car it's usually done with baked environment-map probes,
Didn't notice any case where the light hitting the car would bounce into the environment,

They do seem to have a bounce light for flashlights. (better than what they had on TloU)
This is separate method and most likely do not have anything to do how they bake the ambient/bounce light to their environment.
 
If you mean bounce light from environment to the car it's usually done with baked environment-map probes,
Didn't notice any case where the light hitting the car would bounce into the environment,

They do seem to have a bounce light for flashlights. (better than what they had on TloU)
This is separate method and most likely do not have anything to do how they bake the ambient/bounce light to their environment.
This is mostly the part I'm wondering the most about. Is the bounce light from the flashlight some form of real time GI or baked textures hand placed by the artists? I hope ND can confirm it.
 
I won't lie, the first two minutes gave me a lot of hope and confidence in the game, pacing is King in Uncharted, never exchange it for an open design, so glad to hear their emphasis on that.
 
I wonder what the real time cut scenes mean for bonus skins There are scenes in the game where Drake removes his jacket and unbuttons his shirt which wouldn't work if a skin was applied.
 
Even if the footage was mostly from the E3 Jeep demo, it still reminded me how much better this game looks than anything else out there, it's technical and art perfection, they reached such a unique cartoony- realism look, and it's a beautiful thing to look at.

I can easily see a full movie including the gameplay parts that looks like this, not sure I can say it on any other game,
 
Looks incredible, I don't think I've ever gone in to a game before feeling so confident that it won't disappoint. I genuinely don't think it's possible. So hyped!!
 
Didn't the guy being shot at die too quickly? He was hit only twice and I don't think two bullets are enough to kill a person, unless it's a headshot.

If you look closely, he got shot by someone else before.

About that gif, I love how much weightier it looks than the past Uncharted games.
 
If you look closely, he got shot by someone else before.
Yeah I saw it too. The first shot was from Sam (most likely) and the second was from Drake (he hit the guy but not that much, only by a bullet or two).

You don't think 2 bullets are enough to kill a person?
From what I saw, those shots only hit the chest and shoulder parts of that guy so yeah I don't think that was enough.
 
It's still fully real time, isn't it? As far as I know, there is no baked GI in The Tomorrow Children.
It's a lot like the SVOGI removed from the UE4 that made everyone go berserk. It uses voxel cone tracing to achieve that result, which is awesome for modern rt graphics, but faaaaar from full raytracing. That's stuff for modern CGI (Monsters University and forward), and it takes weeks to render on render farms hundreds of time more powerful than current gen consoles.
 
Looks awesome. I hope the bigger worlds and all that doesn't ruin the pacing like it does for a lot of games. Though it looks like ND understands that so I'm not too concerned.
 
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