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DF: Is Uncharted 4 the generational leap we were hoping for?

UE4 cave demo for comparison. Thr's some great indirect light in here.

You know UE4 uses a static GI solution called Lightmass. Dynamic GI aka LPV is not activated by default (needs some hacks) and only work with sunlight (and the results are very primitive since LPV is only uses 3D textures instead of voxel based solutions). LPV doesn't even work with flashlights hence you can't get dynamic GI from it.
Here in Uncharted 4 we have a better version of the one used in TLOU and can have dynamic GI results using the flashlight in the cave.
 
I honestly think they are still undecided whether to keep trying to make the game be 60FPS (in which case they wouldn't have to have object motion blur). For this demo to never-ever drop a frame below 30, it would have be running at least at 40-45FPS average.

That seems rather high at this point in time.
 

Lord Error

Insane For Sony
There's definitely a disconnect IMHO between the neck muscles and the head, things are deforming better than they have in the past, but the muscle isn't stretching and squashing the way it should. I'm only expecting that though because the guy claims its moving anatomically correct.

Its definitely really good deformations, and an improvement over past generations, that doesn't make it anatomically correct though, so don't claim that.
There's a much better show of this in the reveal trailer:

https://www.youtube.com/watch?v=WNDGQMz1fJQ

I doubt the underlying rigging technology is any different in what they have now

That seems rather high at this point in time.
You have to keep in mind that for a game to never drop a frame below 30, the 30FPS has to be it's absolute minimum framerate, no matter what load it's processing - so the average has to be higher.
 
I'm happy to be wrong, but I'd love to know HOW I am wrong. How is Monsters University a good example? And how is what you're saying, different from what I am saying?

The whole point of multiple textures maps is precisely to inform the lighting on how to behave when rendering an object.

Well, Monster's Uni is a very stylized movie, with a lot of hand made stuff made on top of a physically based renderer.

And most games don't actually use photo based specular or normal maps. Normal maps usually come from a height map or high res mesh made in zbrush or a similar tool, specular maps don't actually contain much info in most modern lighting models, usually just some swatches of colour for metals and low grey for everything else (some engines like unreal even use a metalness value to redirect the albedo values to specular in metals and avoid a specular map altogether). Then there's roughness/gloss, which doesn't have a "correct" value, it's going to be dependent on the specific surface and so it can be painted without much PBR knowledge, just an empirical sense of how smooth the surface is. Albedo can be whatever you want as long as it has neutral brightness (or in engines that don't deal with that, it should be black for metals).

It's not rocket science, and it's been in use on PS4 launch games like Shadowfall (or even on PS3, by the likes of tri-ace, koji pro, etc).
 
the same level? yes, its not even close to the same level of blur as the order.
Not sure what you mean. You said that Adventure games would look horrible with obmb. Then I mentioned that the uncharted games and ND games in the past have used obmb (they are tps adventure games, right?).

I am not sure what your comment means. It is obvious that the motionblur rendering of the order is better than those ps3 games.
I honestly think they are still undecided whether to keep trying to make the game be 60FPS (in which case they wouldn't have to have object motion blur). For this demo to never-ever drop a frame below 30, it would have be running at least at 40-45FPS average.
I would maintain that @ 60fps per object motionblur still look really fantastic. Better than without.

For example:
izchDTW1pljCC.gif

ibg0UBuOmqOjmy.gif

That seems rather high at this point in time.

We have no idea what the unlocked framerate is. Anythign is pure speculation. We likewise have no idea what the load differential between different actions and scenes are.
 
I think the Order has the better looks overall, but that is mostly due to the game being closer to release and the post effects. UC 4 has a naked clean look that does not hide imperfections like the Order does.
 

Sweet Ivy

Member
Very, really impressed by the demo and sure enough the final game will look better so, wow!
In the end, these kind of demos are always "thrown together" quickly, so hat off to it, it was also pretty long. The quantity and quality of stuff on the screen... !

But there's such a New-Yorker syndrome around here sometimes (MIB reference)... people are not impressed by UC4 demo, The Order looks ok...

But today I read someone stating that Forza 2 looks slightly better than DriveClub (post recent patch) so really, I'm ready to move to NY, nothing can surprise me anymore *chuckles* :p!
 
Well, Monster's Uni is a very stylized movie, with a lot of hand made stuff made on top of a physically based renderer.

And most games don't actually use photo based specular or normal maps. Normal maps usually come from a height map or high res mesh made in zbrush or a similar tool, specular maps don't actually contain much info in most modern lighting models, usually just some swatches of colour for metals and low grey for everything else (some engines like unreal even use a metalness value to redirect the albedo values to specular in metals and avoid a specular map altogether). Then there's roughness/gloss, which doesn't have a "correct" value, it's going to be dependent on the specific surface and so it can be painted without much PBR knowledge, just an empirical sense of how smooth the surface is. Albedo can be whatever you want as long as it has neutral brightness (or in engines that don't deal with that, it should be black for metals).

It's not rocket science, and it's been in use on PS4 launch games like Shadowfall (or even on PS3, by the likes of tri-ace, koji pro, etc).

I know often a normal map will be based off of a high poly model, but I thought that was the point of a PBR pipeline. I'm gonna go wikipedia PBR, and see what I am missing.

That was a cool explanation, but I am still not feeling like I understand what it is (anymore).


EDIT: Having just looked it up, PBR is a pretty fast and loose term. I know it's very rarely cut and dry with graphical effects - but this really IS very ambiguous. So, yeah I wasn't wrong per se, but there's not a right either.

Physically based rendering, does indeed involve taking reference from physical data, however.
 

Amey

Member
You know UE4 uses a static GI solution called Lightmass. Dynamic GI aka LPV is not activated by default (needs some hacks) and only work with sunlight (and the results are very primitive since LPV is only uses 3D textures instead of voxel based solutions). LPV doesn't even work with flashlights hence you can't get dynamic GI from it.
Here in Uncharted 4 we have a better version of the one used in TLOU and can have dynamic GI results using the flashlight in the cave.


Seems to be working fine for this guy
UE4 dynamic d/n
maxresdefault.jpg


claims 50-60fps on gtx670
UE4 lighting
maxresdefault.jpg
 
Seems to be working fine for this guy

It works fine of course and like I said you need to enable if via hacks and only works with sunlight. It is not as efficient and accurate as SVOGI or VXGI which are voxel based. which can work with every light source even emissive materials and textures and get you dynamic GI with them.
 

Lord Error

Insane For Sony
I would maintain that @ 60fps per object motionblur still look really fantastic. Better than without.
I'm just thinking, it's something you'd add to a 60FPS game if you really have a headway, but it's not a necessity at that point. Although it could be added to help smooth out irregular framerate like in GoW3.
 

Riozaki

Banned
I can't believe DF wrote this article. I mean come on :|

The graphics look the same and the only different thing is the lighting and Drake is not wet this time.


These pictures looks by miles better than anything I've ever seen in video games. Not to mention that the game still in Pre-Alpha and one year until we can see the final game.
 

Xiaoki

Member
Can't help but feel that part of the reason people are not "blown away" by UC4 is because even though the graphics and technology on display are incredible it's very ...mundane.

People are not going to blown away by true physics for chest hair.

If it wasn't for the slow motion gif highlighting Nathan's hair being affected by the water fall I doubt more than a few would have noticed.

However, people were blown away by the time distortion effects in Quantum Break. They were more eye catching.

Also, the setting was very mundane. Some rock climbing and some fist and gun fights. Really nothing we haven't seen before.

Again, to use Quantum Break as an example, a collapsing bridge is more spectacular.

It doesn't matter how great the technology is if what is being displayed is too realistic.
 
I can't believe DF wrote this article. I mean come on :|

The graphics look the same and the only different thing is the lighting and Drake is not wet this time.



These pictures looks by miles better than anything I've ever seen in video games. Not to mention that the game still in Pre-Alpha and one year until we can see the final game.

Those are close ups on a "scene", gameplay it does not look as impressive. I will say that by E3 it will look much better though.
 

Inuhanyou

Believes Dragon Quest is a franchise managed by Sony
The graphics downgrade from the original trailer are obvious. However, it does still have quite a bit of time in the oven, and the gameplay sections look much more improved from the previous Uncharteds, enough to really impress me regardless.
 

Angry Fork

Member
The beginning with the mountains and mist looked like concept art to me, that was awesome. The rest didn't impress me visually but it looks great obviously it's just not OMG level. I'm way more interested in the multiple pathways/ways to get enemies they've seemed to implement, which is the most significant change I think.
 
Can't help but feel that part of the reason people are not "blown away" by UC4 is because even though the graphics and technology on display are incredible it's very ...mundane.

People are not going to blown away by true physics for chest hair.

If it wasn't for the slow motion gif highlighting Nathan's hair being affected by the water fall I doubt more than a few would have noticed.

However, people were blown away by the time distortion effects in Quantum Break. They were more eye catching.

Also, the setting was very mundane. Some rock climbing and some fist and gun fights. Really nothing we haven't seen before.

Again, to use Quantum Break as an example, a collapsing bridge is more spectacular.

It doesn't matter how great the technology is if what is being displayed is too realistic.

People were expecting a huge set piece since that is what they normal go with.
So i can understand people saying it looks mundane or not good\ impressive as UC2 and UC3 first gameplay demonstration .
As you say spectacular.sells.
 

Odrion

Banned
Two people are wrong, nothing more, but happen.
I agree that you can't make a blanket statement that "Graphics usually do not improve much from the first showing to release" without showing some data. But you can certainly see patterns in how games change depending on the publisher or developer. Ubisoft, for example.

So what's Naughty Dog's track record on how their games change graphically from announcement to preview builds to release?
 
d8cc2bca.jpg






Never any upgrades.



The reveal looked almost like PS2 with washed out textures. Now demo vs retail: http://www.eurogamer.net/articles/digitalfoundry-godofwariii-demo-vs-retail-blog-entry

Also demo Kratos had 20k polys with just textured toes while final one was 35K polys and his toes were 3D.

Also : http://www.examiner.com/article/uncharted-2-receives-graphics-upgrade

And this: http://n4g.com/news/861504/uncharted-3-drakes-deception-video-comparison#c-5921040

Nothing is lost even after launch. Best example Driveclub receiving weather effects now and looking phenomenal.
 
Two people are wrong, nothing more, but happen.
Well, some devs seem to be able to constantly improve untill release, some will have to downgrade.
Sometimes parts of a game get downgraded while,other parts or elements get upgraded (even Naughty Dog had to make sacrifices in some games).
I think Naughty Dog can be given the benefit of the doubt here. They (as well as other devs) were involved with creating the system that is the PS4.
If any dev team can pull something incredible off on this system, they are certainly one of the top three that i'd think of. (As this demo showed for me allready, personally)
 

Apath

Member
I agree that you can't make a blanket statement that "Graphics usually do not improve much from the first showing to release" without showing some data. But you can certainly see patterns in how games change depending on the publisher or developer. Ubisoft, for example.

So what's Naughty Dog's track record on how their games change graphically from announcement to preview builds to release?
Maybe this? Not sure how much BS it is though.
Apparently really BS.
Is that in-game? Wow, that looks amazing.
Yep, The Order will probably be the best looking console game when it is released.
 
Yeah well the order releases in two months. Uncharted is end of the year. If you think the graphics won't get better you are in for a surprise.

Of course but UC4 isn't gonna be the graphics leap, a few games already did: Ryse, Killzone, inFamous, Driveclub and soon The Order.
 

Wasp

Member
I would be disappointed if UC4 is 30fps considering TLOU:R runs on the same engine, looks almost as good and is 60fps.

Also, yeah, The Order does look amazing, but is is 800p and 30fps so it damn well should do.
 

IcyEyes

Member
They really aren't wrong, at all.

They are, sorry.

I agree that you can't make a blanket statement that "Graphics usually do not improve much from the first showing to release" without showing some data. But you can certainly see patterns in how games change depending on the publisher or developer. Ubisoft, for example.

So what's Naughty Dog's track record on how their games change graphically from announcement to preview builds to release?

Sure, it depends on the devs, some have proved to improve the game, other to worsen. I don't have a precise track about the ND, but I remember trying some of their games before the release and to have noticed a good improvement.

Well, some devs seem to be able to constantly improve untill release, some will have to downgrade.
Sometimes parts of a game get downgraded while,other parts or elements get upgraded (even Naughty Dog had to make sacrifices in some games).
I think Naughty Dog can be given the benefit of the doubt here. They (as well as other devs) were involved with creating the system that is the PS4.
If any dev team can pull something incredible off on this system, they are certainly one of the top three that i'd think of. (As this demo showed for me allready, personally)

I agree with you and yes, sometime you need to sacrifice some graphics and gameplay elements for the good of the whole product.
 

belvedere

Junior Butler
Serious question, are hyperbolic and speculative articles like this commonplace for DF? I don't pay them much attention outside of the comparison pieces.
 
The reveal looked almost like PS2 with washed out textures. Now demo vs retail: http://www.eurogamer.net/articles/digitalfoundry-godofwariii-demo-vs-retail-blog-entry

Also demo Kratos had 20k polys with just textured toes while final one was 35K polys and his toes were 3D.

Also : http://www.examiner.com/article/uncharted-2-receives-graphics-upgrade

And this: http://n4g.com/news/861504/uncharted-3-drakes-deception-video-comparison#c-5921040

Nothing is lost even after launch. Best example Driveclub receiving weather effects now and looking phenomenal.

Referencing a PS3 game that dropped MSAA and started moving more things over to the SPU (all post processing among other things) as an example for graphics improvement is a bit disegenuous regarding the latest generation.

There wont be architectural advancements this time around to such a crazy degree as the PS3 saw.
 
Referencing a PS3 game that dropped MSAA and started moving more things over to the SPU (all post processing among other things) as an example for graphics improvement is a bit disegenuous regarding the latest generation.

There wont be architectural advancements this time around to such a crazy degree as the PS3 saw.

ND said and explained that they are mimicking PS3 SPUs architecture when coding on PS4 since they are used to it and find it efficient.
 
ND said and explained that they are mimicking PS3 SPUs architecture when coding on PS4 since they are used to it and find it efficient.

I would imagine that means using a job based threading system.... and not having the CPU run the post processing so you can push prettier pixels.

Devs this time around know more about how to take advantage of what they have before them and the hardware helps this a lot. Games will look better over time, but you will rarely if ever see something like saving 40% GPU time by throwing stuff over to the SPUs like in the old days.
 
its a shame you don't play this game zoomed into Drakes forehead.

Then people would be able to see the inner flesh around cuts and stuff. Damn downgrades!
 

Superflat

Member
I thought the demo was drop dead gorgeous and without a doubt one of the best looking games I've ever seen on console, and I'm STILL confident that the final build is going to have significantly more impressive visuals than this one.
 
Referencing a PS3 game that dropped MSAA and started moving more things over to the SPU (all post processing among other things) as an example for graphics improvement is a bit disegenuous regarding the latest generation.

There wont be architectural advancements this time around to such a crazy degree as the PS3 saw.

I would used drive club as a eg even more so after the weather patch .
Then there is the the leak BB trailer that was suppose to showed at last year TGS but they did not bother .
That game went under a pretty big change in looks .
The leak trailer https://www.youtube.com/watch?v=o2WObVJLLSg
 
I would imagine that means using a job based threading system.... and not having the CPU run the post processing so you can push prettier pixels.

Devs this time around know more about how to take advantage of what they have before them and the hardware helps this a lot. Games will look better over time, but you will rarely if ever see something like saving 40% GPU time by throwing stuff over to the SPUs like in the old days.

Here is their take about it at GDC this year: http://goo.gl/e0u55l
 

Ridesh

Banned
The Last of Us looked better in the final version than in the E3 2012 demo?

Uncharted 3 looked better in the final version that in the early 2011 demo?
 

nOoblet16

Member
Maybe this? Not sure how much BS it is though.
Lol this comparison shows up again, it was only a matter of time.
It's been proved bogus over and over again, it's a change in lighting everything else is at the same complexity with changes in locations sometimes which is due to artistic reasons or story reasons. Beside why would they downgrade a pre rendered cutscene?

This is a better example
Uncharted 1 reveal
https://www.youtube.com/watch?v=cz5lgcIIV5c

Final game
https://www.youtube.com/watch?v=RjAqocPdn9g&
 
It's all in-game, they are not using " cut scene " like they used to do on PS3.

I put it in quotes since i didn't want to mean cut scene specifically , it was for a lack of a better word. You want to see impressive then see the order like that guy above posted:

image_the_order_1886-27140-2752_0006.jpg


Now that's impressive.
 
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