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Uncharted 4 Gameplay Demo [Up: Sony - Was running at 30 fps]

Hasney

Member
After actually enjoying TLOU when it got the framerate boost for Remastered from not enjoying it on the PS3, it's disappointing for this to be 30fps, but not exactly unexpected. I'll give it a rent, but the first 3 didn't click with me.

Just need to keep telling myself that because the graphics are pretty amazing.
 
I think it is important to understand the modeling process Naughty Dog uses to craft their game. Naughty Dog always begins with a hi resolution sculpt built in Zbrush. I think on ps4, I heard these are million polygon plus models. They extract the normal map from this model. Later this information is applied to the low res model to transfer some of the details of the hi res model to the low res model. This hi res model is scaled down for the in game cut scenes.

Uncharted 3 used around 30,000 -50000 models for both cutscenes and realtime models. Naughty Dog uses the same model for the cut scenes and for the real time model so the transition is more seamless.

However, the lighting, texture resolution, and shadowing are dulled down for the in game model. What this means that while the real time model looks great when viewed from a certain distance away from the camera, the model loses detail as you get closer. They also LODs for entities other than Drake. These means as the camera is further away from the entity, it can be constructed with less detail to save resources.

While the modeling and assets look to be on the same level, it is pretty obvious the lighting and texture resolution is dialed down from the e3 teaser. It's great that most people won't notice as Naughty Dog has always hoped for this even with their previous games.

The original teaser's lighting and shadowing rivaled what you could achieve using Maya with Vray or MentalRay. Still in comparison to other games, it looks great especially with Naughty Dog's amazing facial animation.

Here is how each model looks like in each stage using Laz and Drake models for the previous Uncharted games.

RzKF9rX.png

so you are saying UC4 gameplay model = UC3 hi res realtime video model
 

Amir0x

Banned
After actually enjoying TLOU when it got the framerate boost for Remastered from not enjoying it on the PS3, it's disappointing for this to be 30fps, but not exactly unexpected. I'll give it a rent, but the first 3 didn't click with me.

Just need to keep telling myself that because the graphics are pretty amazing.

I really only thought UC2 was decent, but honestly the thing that does excite me about UC4 is that it looks waaay better from a gameplay perspective. Platforming itself still looks like complete shit, but the options the game was giving Nathan Drake during the combat sequence was quite impressive. There were multiple times I was thinking of alternative strategies to what the individual on screen was doing, and all of them would have worked. The way he was able to mix in grapple hook, with melee, with stealth, with platforming and regular gunfights (with modifiers like the mud sliding) was particularly impressive considering how the UC games tend to work, which is usually with only one or two viable options at any given moment.

I hope they use that design philosophy in all the gun fights you get into, because then it might be a game I can really get into.
 
You don't need a 980 to present Unity at NOT console quality IQ. I've already made it clear it looks fantastic as is, a simple render res of 1080p and solid 30fps solves a lot of problems introduced by the PS4 and Bone version.

Again. Its perfectly valid to say Xbox One version or PS4 version of Unity looks better to someone than say this current pre-alpha version of UC4 does.

This doesn't look like a mediocre game to me (Xbox One version):

15928777816_e08d31b510_o.jpg


15768543809_086cba8639_o.jpg




Yeah, it ain't great...



You've managed to absolutely miss my point in defense of the guy being quoted. Read above man. Second time you've done this :-( Don't just quote me, press the arrow next to the quote and gain context.




What in the holy fuck are you talking about? WHO'S surprised? Not me! I said as much; it looks great considering how early it is. People are simply expressing subjective opinions with regards to visuals - you're the one acting ridiculous because this guy thinks Unity looks better.



You're being obtuse, maybe even on purpose so shame on me for falling for it. I won't any longer so consider this the last time we interact on this topic.

infamous second son characters have better models than that
 
RAD is doing some sort of lunacy with The Order but both games are indeed impressive.

That is the kind of commentary I dislike... the tech and quality of video game graphics is explainable and able to be pointed out with non.mystical terms.

Yet for some reason people say stuff like "naughty gods" or "magic" etc...

The order looks better because their are objective differences in engine designa nd priority we can point to...
infamous second son characters have better models than that

Excluding their eyes which dont have parallax or occlusion.
 

GrayDock

Member
Watched again but now the 3,7GB version on my 84"projector/screen and was (more) amazed by the detail, model, effects, etc.

Everyone should watch this version and get (more) hyped.
 

Hasney

Member
I really only thought UC2 was decent, but honestly the thing that does excite me about UC4 is that it looks waaay better from a gameplay perspective. Platforming itself still looks like complete shit, but the options the game was giving Nathan Drake during the combat sequence was quite impressive. There were multiple times I was thinking of alternative strategies to what the individual on screen was doing, and all of them would have worked. The way he was able to mix in grapple hook, with melee, with stealth, with platforming and regular gunfights (with modifiers like the mud sliding) was particularly impressive considering how the UC games tend to work, which is usually with only one or two viable options at any given moment.

I hope they use that design philosophy in all the gun fights you get into, because then it might be a game I can really get into.

That's true, it was an interesting slice. Hopefully the whole thing is similar and it supports Shareplay so I can try it when someone else buys it!
 

JP

Member
In the cutscene model his shirt was flowing in the wind. That effect seemed to disappear during gameplay..
His shirt blows in the wind in the very first shot of the video, that's gameplay. The cloth physics would of course be more apparent if he was wearing a cape while playing but he isn't wearing anything that extravagant. What you can see however is that all the equipment that he carries uses accurate physics modelling as it's bouncing around and interacting with the undergrowth as he moves. That and the fact that his hair and clothing interacts with individual drops of water are really all that you can see as he's fighting because of the scale and lack of extravagant clothing.
 

Viruz

Member
I really only thought UC2 was decent, but honestly the thing that does excite me about UC4 is that it looks waaay better from a gameplay perspective. Platforming itself still looks like complete shit, but the options the game was giving Nathan Drake during the combat sequence was quite impressive. There were multiple times I was thinking of alternative strategies to what the individual on screen was doing, and all of them would have worked. The way he was able to mix in grapple hook, with melee, with stealth, with platforming and regular gunfights (with modifiers like the mud sliding) was particularly impressive considering how the UC games tend to work, which is usually with only one or two viable options at any given moment.

I hope they use that design philosophy in all the gun fights you get into, because then it might be a game I can really get into.
UC4 will have some new and fresh gameplay mechanics. I want some TLOU in it, please.
 
in the original playthrough when it was live the guy fell through the game world and glitched out

In the new video, can you see the moment it was cut out? Because after many times of rewatching it it seems seamless, as if no glitch ever took place.

Also, this isn't a criticism of ND (since the game is long from finished), but if you look closely, you can see when the game switches from in-game cutscene to gameplay, just by the appearance of his bandolier. It shifts very slightly the moment the player gets to take over. I wonder if that jump to gameplay is slightly unfinished, since in previous games in the series, the switches from in-game cutscenes to gameplay were absolutely seamless.
 
His shirt blows in the wind in the very first shot of the video, that's gameplay.
It's not gameplay, it's an in-game cutscene. Loofy is saying the effect went away when the player actually takes control. I'm not sure whether that's true (it's hard to tell at a typical gameplay camera distance whether his shirt material still waves about), but certainly the gun holster thing does a weird jerk on his back soon after this initial cutscene - could be a sign of a switch to a less-complex gameplay model. It is pretty clear that there is still more detail in certain things during cutscenes like the previous games, even though everything is apparently realtime this time. This is not a complaint, just standard LOD stuff that is expected. Uncharted is not immune to such techniques.
 

i-Lo

Member
Here is how each model looks like in each stage using Laz and Drake models for the previous Uncharted games.

RzKF9rX.png

Since this post is getting quoted numerous times, one needs to know that Drake's model tagged gameplay (and Laz) not only do not match up with reality in SP but also that his model isn't even from UC2 rather 3. To reiterate they're also from MP counterparts. Whilst the in-game models do not look identical to their cutscene counterparts courtesy of better lighting, DoF etc, they look better in SP in comparison to what's shown here.

It's not gameplay, it's an in-game cutscene. Loofy is saying the effect went away when the player actually takes control. I'm not sure whether that's true (it's hard to tell at a typical gameplay camera distance whether his shirt material still waves about), but certainly the gun holster thing does a weird jerk on his back soon after this initial cutscene - could be a sign of a switch to a less-complex gameplay model. It is pretty clear that there is still more detail in certain things during cutscenes like the previous games, even though everything is apparently realtime this time. This is not a complaint, just standard LOD stuff that is expected. Uncharted is not immune to such techniques.

Yea, i noticed the holster belt jerk as well but I painstakingly scrutinized the rest of the character during the same time and there is no difference. I'd wager it's an animation glitch.
 
you don't have to worry about that, Naughty Dog's Bruce Straley tweeted this:


Stealth mechanics from TLOU are in

I can't express how happy I am about this. I love me some all-guns-blazing, cover-shooting action...but I much prefer playing games stealthily if I'm given the option. The fact that I will now be able to play an Uncharted game similar to TLoU is perfect for me. I'm so fucking glad they decided to include this.

And combining said stealth with the more open level design...just awesome. Based Naughty Dog.
 

reKon

Banned
if the stealth mechanics are in, does that mean there's just going to be a button for crouch and then you just move along walls for cover?
 

i-Lo

Member

This makes it clear why unlike most modern games, esp. The Ordah 1886, this game doesn't look photorealistic with night impeccable accurate PBR.

I have said it before and now I sand vindicated: The art style isn't pure photorealism rather somewhere between Uncharted 1 and 3.

TLoU on the other hand didn't have such a beginning and thus will most likely depict what ND can accomplish when adopting a traditional approach like rest of the mainstream AAA titles atm.
 
This makes it clear why unlike most modern games, esp. The Ordah 1886, this game doesn't look photorealistic with night impeccable accurate PBR.

I have said it before and now I sand vindicated: The art style isn't pure photorealism rather somewhere between Uncharted 1 and 3.

TLoU on the other hand didn't have such a beginning and thus will most likely depict what ND can accomplish when adopting a traditional approach like rest of the mainstream AAA titles atm.

Are you implying that games look more realistic when the devs hand paint textures?

I am not exactly sure what you mean.
 

Shredderi

Member
if the stealth mechanics are in, does that mean there's just going to be a button for crouch and then you just move along walls for cover?

Or hide in the foliage. We have yet to see if there are ways to generate distraction noise (bricks and bottles) etc. But gotta say I'm really glad that they're learning and not just doing the exact same thing again with their gameplay. The addition of a more competent stealth system will have an effect to the overall feeling and pacing no doubt. Could also make things more atmospheric. I don't know if this will be a globe trotting adventure or more like Uncharted 1 in that it would take place on a single island. On the other hand I want to see how they could make other types of environments look with their artistry, but then again I thought Uncharted 1 had the best atmosphere because it took place in a single location which gave the island more character and ambiance especially towards the end. I'm fine with both though.
 

i-Lo

Member
Are you implying that games look more realistic when the devs hand paint textures?

I am not exactly sure what you mean.

Quite the opposite. I have watched the latest trailer more than couple of times and certain textures and the way light reflects off of them is reminiscent of (nigh) U1.
 

hwateber

Member
I really only thought UC2 was decent, but honestly the thing that does excite me about UC4 is that it looks waaay better from a gameplay perspective. Platforming itself still looks like complete shit, but the options the game was giving Nathan Drake during the combat sequence was quite impressive. There were multiple times I was thinking of alternative strategies to what the individual on screen was doing, and all of them would have worked. The way he was able to mix in grapple hook, with melee, with stealth, with platforming and regular gunfights (with modifiers like the mud sliding) was particularly impressive considering how the UC games tend to work, which is usually with only one or two viable options at any given moment.

I hope they use that design philosophy in all the gun fights you get into, because then it might be a game I can really get into.
yeah it looks like they really found a good way to integrate traversal with combat. I really liked what they showed from a gameplay perspective
 

TronLight

Everybody is Mikkelsexual
Quite the opposite. I have watched the latest trailer more than couple of times and certain textures and the way light reflects off of them is reminiscent of (nigh) U1.

I actually think that people are "underestimating" how this game looks because of PBR. The game misses that "shininess" people are getting used to by big games.

I kind of admire ND for choosing a more stylized route instead of a more realistic route. But then again, Uncharted has always been this way.
 

Amir0x

Banned
Yeah, but can I stealth AS much as I did in TLOU? I wanna know!

I mean probably not AS much, TLOU needed it a lot more because of how limited ammo and stuff was especially on harder difficulties.

But if you can even stealth through sections 75% of the time, it'd be a big improvement and add to the diversity of encounters. Add to it the grapple hook mechanic, the rock pick mechanics... lots of new stuff just in the chunky gameplay snippet we got.

Really I think the game looks good visually (not up to teaser level), but what excites me is that it's the first time in a while I thought the gameplay part of Uncharted actually looked interesting.
 

FATALITY

Banned
Mgs5 has better animations as well. Just look at the climbing in both games.

you don't climb every time in mgs. if uncharted had that ass long time animation would be boring. and what about that horrible jump animation? yeah is so good be selective
 
Rewatched gamesryde video. I'll remain on my statement that it looks better than Crysis 3. There are some thing Crysis does better but on whole this looks better. Crysis 3 may be 2 years old but its still ome of the best looking game

Eh I agree. And while Crysis 2 still looks good even a number of Open World games have surpassed it in my opinion, such as Unity, Infamous and GTA V. Went back to play it recently on the highest settings and yeah...still looks good, but many better looking games. Crysis 3 is still one of the best looking, but yeah, this looks better to me.

Overall, this, the Order and Unity are the beginning of the second wave of more ambitious titles on current gen consoles/PC.
 

i-Lo

Member
I actually think that people are "underestimating" how this game looks because of PBR. The game misses that "shininess" people are getting used to by big games.

I kind of admire ND for choosing a more stylized route instead of a more realistic route. But then again, Uncharted has always been this way.

Kindly don't misunderstand me. The game looks phenomenal but it shows off its DNA more prominently than UC3. ND started shifting from that vivified oil painted look from U1 going to U2 and now there are more than subtle aspects that portray a return that art style. As such, I find comparisons with games whose art style overwhelmingly favour PBR, a touch moot.
 

TronLight

Everybody is Mikkelsexual
Kindly don't misunderstand me. The game looks phenomenal but it shows off its DNA more prominently than UC3. ND started shifting from that vivified oil painted look from U1 going to U2 and now there are more than subtle aspects that portray a return that art style. As such, I find comparisons with games whose art style overwhelmingly favour PBR, a touch moot.

Yes, I got that, I agree with you.
 
Kindly don't misunderstand me. The game looks phenomenal but it shows off its DNA more prominently than UC3. ND started shifting from that vivified oil painted look from U1 going to U2 and now there are more than subtle aspects that portray a return that art style. As such, I find comparisons with games whose art style overwhelmingly favour PBR, a touch moot.

I largely agree with that, and you can see some of the quality of texturing here is really impressive:
 
Kindly don't misunderstand me. The game looks phenomenal but it shows off its DNA more prominently than UC3. ND started shifting from that vivified oil painted look from U1 going to U2 and now there are more than subtle aspects that portray a return that art style. As such, I find comparisons with games whose art style overwhelmingly favour PBR, a touch moot.

It certainly looks more stylised. As you said, it did seem like TLoU was way more grimey and photo-referenced - right down to textures looking like they were photos.

But to be totally honest, if they game looks like this at 60fps at 1080p, I am gonna be so impressed. It still looks gorgeous to me. And I love the idea that they're focusing on the GAME, and not the graphics.
 

JP

Member
It's not gameplay, it's an in-game cutscene. Loofy is saying the effect went away when the player actually takes control. I'm not sure whether that's true (it's hard to tell at a typical gameplay camera distance whether his shirt material still waves about), but certainly the gun holster thing does a weird jerk on his back soon after this initial cutscene - could be a sign of a switch to a less-complex gameplay model. It is pretty clear that there is still more detail in certain things during cutscenes like the previous games, even though everything is apparently realtime this time. This is not a complaint, just standard LOD stuff that is expected. Uncharted is not immune to such techniques.
Cutscenes in the previous Uncharted games were recorded in engine put not in real time and although we don't know there's nothing about this game that suggests they've changed that process, there is no sign of the cut that you signifies the change in previous games. In all honesty, the comment about the shirt blowing isn't really of any relevance for exactly the reasons that I mentioned, it may well or may not be moving but it's of no importance because it's not usually going to be visible when playing the game in the same way as when he's swimming in the cave I doubt that the trees outside are still being physically modelled as blowing in the wind because there is no benefit at all in doing that.

As I pointed out, if he was Batman and running around in the jungle wearing a cape then it would be different because it would be clearly visible as it interacted with the environment. With the outfit he's wearing all we can see that we should be able to see is that the equipment attached to it all moves in what appears to be a physically accurate way and it interacts with his body and the other items that are hanging from his belt.

When the game is released I'm sure there will be people will study what happens when they stand him on the ledge of a wind blown cliff but at the moment we just don't have enough information to be able to judge either way...apart from in one shot which because it does happen it's being labelled a cutscene.

Things will have different levels of detail, modelling, interactivity when they need to. The trees off in the background aren't going to be modelled to the same level as trees he's interacting with but that's little more than common sense and because a well programmed game will avoid processing things that aren't required.

I've not played it but I'm starting to wonder if the occasional severe frame rate issues with Unity (final game, not alpha) are maybe due to the engine processing everything in the game world at the highest level possible. ;)
 

Keihart

Member
if the stealth mechanics are in, does that mean there's just going to be a button for crouch and then you just move along walls for cover?

Going by the demo, cover it's the same button as roll, it's always been this way in uncharted and it works good, on the other hand, drake's stance it's always contextual, he crouchs and changes running and walking speed depending on the situacion, surface, stealth or mid battle, etc, it's quite an andavance sistem i think, since it works seamessly withou making you feel deprived of movement.
 

PerZona

Member
This game looks really good, expected from Naughty Dogs. I'm sure the game will look even better when it releases next year.

Anyway did you guys noticed that when Nathan is hanging at the ledge and while kicking the guy on his face his nose/face bleeds? Loving these small details
 
Yeah, it looks more like an artwork than gameplay.

Totally agree, in motion the game is very striking.

Dictator: yeah, two different approaches to detailing environmental texturing. I think they both look good. ND's method seems quite suitable for Uncharted though, it is quite sutble and graceful.

I am interested to see more on what they are doing with the lighting in U4. Ryse has some subtle lighting like in the Rome sections. Here we see the typical high contrast style which is favoured in many of their Crysis games.
 
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