The Making Of Uncharted 4 - Pushing Technical Boundaries

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.
Yeah, man, but my point is that The Tomorrow Children is using fully real time global illumination. It's not baked into the environment.
 
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Best part of this .gif is how Nate removes the AK47 strap from his shoulder and over his head, so smooth.
 
This is looking great. The release date is perfect for me, a few weeks after finals. Now I just need to get a PS4. Waiting until E3 for more news vs. playing Uncharted 4 sooner... decisions.
 
At least 11-12 outfits for Nathan Drake?

That's a lot of textile scanning, especially when sofas and cushions have this level of detail too.

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RaD did the same for The Order 1886 of course.
 
Can someone gif that little bit of the in-game jungle they show? It looks amazing.

Also, the music man... I want the soundtrack.
 
That was a lame "making of" segment. It's titled "Pushing Technical boundaries" but other than using lots of words like "bigger", "better", "more details", etc. they don't show or explain what boundaries they are pushing.

Compare that to the excellent Tech Trailer for Killzone:SF that Guerilla Games did: https://www.youtube.com/watch?v=Q0h3T_Y9B0Y

Hopefully part 2 is better.
 
I know this is a joke, but the whole wall is being shadowed, LOL. :P

He's actually correct. Almost every game fails at integrating occlusion within a shadow (i.e. NOT under direct lighting). HBAO+/VXAO solves this at an extreme cost.

Approximating occlusion 100% of the time instead of only when your under direct lighting conditions is rare in todays games.
 
He's actually correct. Almost every game fails at integrating occlusion within a shadow (i.e. NOT under direct lighting). HBAO+/VXAO solves this at an extreme cost.

Approximating occlusion 100% of the time instead of only when your under direct lighting conditions is rare in todays games.
Yeah, I get that, I was mostly kiddng anyway. :P
 
That was a lame "making of" segment. It's titled "Pushing Technical boundaries" but other than using lots of words like "bigger", "better", "more details", etc. they don't show or explain what boundaries they are pushing.

Compare that to the excellent Tech Trailer for Killzone:SF that Guerilla Games did: https://www.youtube.com/watch?v=Q0h3T_Y9B0Y

Hopefully part 2 is better.

I dont think these videos are supposed to be very "technical" though. It is essencially marketing videos and too much technicality could be boring for the average person.
 
Well, for the third or Nth play-through I mean. :D
Have the limited edition on pre-order of course.

But it would need to be patched to run better on PS4K, wouldnt it? Will all the studios patch their games? I dont think that is reasonable.
 
But it would need to be patched to run better on PS4K, wouldnt it? Will all the studios patch their games? I dont think that is reasonable.

I think it just depends on who is willing to devote the time and resources to do it. If something like a PS4K exists, a studio like Naughty Dog would probably have been made aware of its existence and could probably plan ahead accordingly.
 
I think it just depends on who is willing to devote the time and resources to do it. If something like a PS4K exists, a studio like Naughty Dog would probably have been made aware of its existence and could probably plan ahead accordingly.

Yeah, probably. E3 2016 should be fun.
 
Slow-mo slam.

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Problem with the U2/U3 slams is they softened into ragdolls too early so it looked like the throw itself was knocking them out.
 
Slow-mo slam.

U4slamslow.gif


Problem with the U2/U3 slams is they softened into ragdolls too early so it looked like the throw itself was knocking them out.
"You may be wondering why the red mask. Well, that's so bad guys don't see me bleed when an adventurer slams my face into a brick wall"
 
Slow-mo slam.

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Problem with the U2/U3 slams is they softened into ragdolls too early so it looked like the throw itself was knocking them out.

Hnggg those puffs of snow the bullets kick up and the light cast by muzzle flash and tracer rounds...gunplay looks so satisfying
 
The slam animation takes a bit longer so there's more risk in taking advantage of the OH-KO when other enemies have line of sight.
 
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