• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

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

Calm down buddy, I'm just pointing out that the first scene did use the "cutscene model" and there's an obvious switch (or a glitch). I wasn't "nitpicking" or saying the game looks awful.

Updated gif:

15355501293_e15e7fc219_o.gif

Yeah i see it. But damn.. it took me a while. good eyes!.

Yeah the level of detail in his face is wasted energy on the viewing distance at full body i guess.

The holsterbelt seems to get thicker and the hairline at the neck is changing.
In detail, the transition is pretty much perfect. But you can see this.


Dman, i wish you didn't say., haha. Now i will be looking at it when the game comes out. Maybe it will be corrected then.
 
It looks great (IQ-wise), but I think I had unreasonably high expectations. The gameplay looked amazing though, and I can't wait to see the MP reveal much later next year. I will be playing this game for quite some time.
 

Raist

Banned
2 stills on either side of the "pop" to get rid of its distracting effect:


vlcsnap-2014-12-08-12esz4u.png


vlcsnap-2014-12-08-128ubmv.png




If there's any difference in details/textures/whatnot, they are incredibly subtle. Can't say I see any.
 
Remember the reason why Jurassic Park's CG effects held up for such a long time? Sharp lighting, specularity and wet models. It picks out the maps so well. This is why I think Drake's model in the first screens look 'better' than the demo model. It's just environment and particularly choosing camera angles/effects.
 

i-Lo

Member
I can see both the shift in holster as well as coinciding hair model. Given nothing else undergoes perceptible change and that both those elements don't display a notable difference in quality after the change it could be either be a selective LOD switch or a glitch.
 

cameron

Member
You generally don't do LOD changes at that distance for a main character. Also, Rich Diamant talking about UC2:

our lod's were originally hand modeled.. it was annoying.. we then went with an automatic PM solution which is what you see in game.. Drake however never gets LOD.. except for multiplayer.. but single player is the high resolution model the whole time.. same model that is in the cinematics.

http://www.zbrushcentral.com/showth...-2-Among-Thieves-art-work&p=640534#post640534

But that was UC2 and this is UC4. In that gif, the pop does look like something.
 

gaming_noob

Member
Lighting and hair by his neck changes as well. Noticed during the twitch stream actually. Just chalked it up to a slight LOD change; lots of games do it. What's the big deal?

I didn't say it was a big deal. I just wanted to chime in to say I noticed the difference.
 
I think people are dissecting the first gameplay demo a little too much when they stare at a popping belt for half an hour to see a LOD changeover.

Come on now.

Game has 11 months or so until release. Pretty sure any glitches like that will be ironed out the last 2 months prior to launch.
 
To everyone saying that the game won't evolve in the future lol: Uncharted 4: A Thief’s End Didn’t Look Like the PlayStation Experience Demo Just Three Weeks Ago:
http://goo.gl/ad9xZh

2 days ago I was talking about how UT4 is still using the old UE3 UT3 weapons models in the pre-alpha. Yesterday's update just brought some of the new weapons using the PBR materials (and shields are using it now too) and the novelties featured in 4.6 update like the emissive textures and we are still in the pre-alpha.
 
I'm sorry guys, but what does PBR and LOD stand for?
Level of Detail and Physically based rendering. The first one is referenced the apparent detail of models and textures at bvarying distances. One way to save on rendering time is to reduce the complexity of models and textures the further an object is from the camera origin. Physically based rendering references how material and light is represented in a video game. Making lighting linear, coming up with systems for indirect lighting and shadowing, as well as capturing characteristics unique to materials (anisotopric higlighting or fresnel) means you are moving towards a more unifed and standardized "physically plausible" model. It can also help artists.
To everyone saying that the game won't evolve in the future lol: Uncharted 4: A Thief’s End Didn’t Look Like the PlayStation Experience Demo Just Three Weeks Ago:
http://goo.gl/ad9xZh

2 days ago I was talking about how UT4 is still using the old UE3 UT3 weapons models in the pre-alpha. Yesterday's update just brought some of the new weapons using the PBR materials (and shields are using it now too) and the novelties featured in4.6 update like the emissive textures and we are still in the pre-alpha.

I am pretty sure no one said it wont change before release.
 
Several years after his last adventure, retired fortune hunter, Nathan Drake, is forced back into the world of thieves. With the stakes much more personal, Drake embarks on a globe-trotting journey in pursuit of a historical conspiracy behind a fabled pirate treasure. His greatest adventure will test his physical limits, his resolve, and ultimately what he’s willing to sacrifice to save the ones he loves.

Just for the people who think it takes place only on the island.
 

valkyre

Member
Just for the people who think it takes place only on the island.

I was hoping for a more semi open ended environment (ala Tomb Raider) but with this news, it seems the game follows the path of its predecessors, which gives the impression of very linear paths towards the end. Its not that this is bad, but I was hoping for an evolution in terms of opening up the scope of the game and allow some exploration like visiting previous areas and such. I trust ND and their decisions though.
 

KOMANI

KOMANI
Level of Detail and Physically based rendering. The first one is referenced the apparent detail of models and textures at bvarying distances. One way to save on rendering time is to reduce the complexity of models and textures the further an object is from the camera origin. Physically based rendering references how material and light is represented in a video game. Making lighting linear, coming up with systems for indirect lighting and shadowing, as well as capturing characteristics unique to materials (anisotopric higlighting or fresnel) means you are moving towards a more unifed and standardized "physically plausible" model. It can also help artists.


I am pretty sure no one said it wont change before release.
Thanks man, you're a peach.
 

hesido

Member
interpolated FPS tends to look nothing like real FPS when all is said and done...

It does look quite good in this instance, this is a very nice approximation of a 60fps feed. It's not like the interpolated frames are a blurry mess. I couldn't see many artefacts but some dropped frames which was or wasn't because my browser not being able to catch up with video.

CMIIW but since when it's possible to convert 30fps to 60fps? The original video released by ND is 30fps so it won't be anywhere near true 60fps.

They have been doing this for many years, actually. Many higher end TV's have it, some are very good, some are very bad. Some even use it for games that aren't twitchy. You also have realtime / offline solutions for PC's for upconversion.
 

UrbanRats

Member
I'm sorry guys, but what does PBR and LOD stand for?

Physically based rendering.
A way to recreate materials' properties through shaders, independently from texture art.


Level of Detail.
The level of detail over distance from the viewer.
Things that are closer to what you can see, have higher fidelity models and texture, things far away use lower fidelity models and textures.
Every object in the game has various LoD versions of itself, that change when you get closer to them.


Basically, this is how i understand it anyway, i'm sure some tech GAF can correct me/explain it better.
 
Watched the 1080p version from Gamersyde. It looks remarkable. In particularly the lively vegetation. Enemies seem to possess a sharper AI and expanded skill-set too. The destructable cover is significant leap from the previous installments - the environment seems very dynamic. Also it seems like the play progression is not strictly linear (multi-level combat segment) compared to other installments.
 

Bunta

Fujiwara Tofu Shop
I'm trying my best but I can't see what you're talking about. It doesn't look like the model changes. The hair and detailing on the clothing stay exactly the same, and those are what would change going from a gameplay model to a cutscene model.

Yeah, I'm pretty sure the model isn't changing.
 

ced

Member
Just downloaded and watched the demo from Gamesyde.

Love how it looks, I personally prefer the hand drawn visuals and animation.

Oh and I guess they liked the climbing axe from Tomb Raider...
 
Man I can't stop watching this video. The gameplay looks so great. This and Bloodborne are the only games released that all my anticipation revolves around just playing them.
 

Dyno

Member
Looks great to me! The new spike climbing and swinging look like fun. It's been quite a while since I played an Uncharted game so I'm looking foward to it. This game is going to siiiiiiiiing on the PS4.
 

mnannola

Member
If the gameplay that is shown in the trailer is representative of the full game, it looks like a huge upgrade. The AI looks great, variety in a way you can handle a situation, and a massive increase in level size.

I was not too excited for Uncharted 3 because it looked like more of the same, but this has my attention.
 

Nzyme32

Member
2 stills on either side of the "pop" to get rid of its distracting effect:


vlcsnap-2014-12-08-12esz4u.png


vlcsnap-2014-12-08-128ubmv.png




If there's any difference in details/textures/whatnot, they are incredibly subtle. Can't say I see any.

You have put the images the wrong way round. Opening them in alternate tabs in chrome shows the gif "pop" in reverse

Looks like a tuft of hair disappears on the back of his head? Decreased detail in the skin of the arms too - but that is super nit picking.

Here it is the correct way round - http://screenshotcomparison.com/comparison/103409
 
gif I made for the uncharted 4 panel thread, but this thread seems more active so I'll just post it here too. really like the rope physics here.
dKdJCwQ.gif

3xpdoAO.gif
 

Guri

Member
Well, it was an interesting demo. I will start with the controversial topic:

Graphically, it is definitely not the same as the reveal trailer. I remember seeing Naughty Dog devs talking about how they wanted to avoid discrepancy between cutscenes and gameplay. They still have almost a year to work on that, so I am not going to say they "failed", but so far they still have a bit to go. I should say too that the current graphical level is enough for me, since I don't expect the PS4 to be the platform for amazing visuals in a technical level. I have a PC for that and when I get the console, I already know I shouldn't expect what it can't deliver.

Now, in terms of frames per second, I want to see if they are still targeting 60. I know they are far away from the optimization phase, but I believe Uncharted can benefit a lot from it, even if they need to tone down the visuals. This, to me, is more about gameplay than visuals. The series has a fast-paced combat and, if The Last of Us already showed big improvements (and it is slower), one can see how A Thief's End can be better at 60 fps. But I also should mention that it must be stable to be functional. An unstable framerate can only hurt a game like this, so, if they can't reach it, then I would lock on 30.

As for other gameplay improvements, what I am about to say is what I want from any shooter in this new generation of games: open level design (not to be mistaken with open-world, but linear levels with many branches to get to the end) that can allow us to manipulate the environment. I am tired of conveniently placed boxes/rocks/sand bags/anything else. Anyone who is observant will understand when you are in an area of exploration or combat. How about surprising us? Let us explore and suddenly be surrounded by enemies in a place not suited for combat. Let us create our own covers. For example, throw a grenade at a tree to blow it up and be an option for cover or shoot some rocks above a character to make them fall and be another option (I've seen some games do this, but only to kill an enemy). Also, let the AI do the same. I want to outsmart then when they surprise me. I mean, imagine discussing in this forum how you manipulated the environment to defeat some enemies and then seeing another player talking about his/her strategy being different and, some times, even better than yours? Wouldn't you want that?

I see this game (or at least this area of it) has the potential for it. So far, it has an open level design with very interesting stealth elements and I am really glad to see it, but I hope there's more to it, because what I've said before is the kind of evolution I truly expect from this new generation of games. Not so much of a graphical leap, but instead new, more dynamic and natural gameplay improvements.
 
What would the gameplay look like @60fps:
http://www.youtube.com/watch?v=iroLzZsbNB8

This is incredible. The animations alone really brings out the aesthetic of the artstyle, not to mention at 60fps, it pronounces micro-animations from moving foliage making it a more believable forest setting than it was before. Hell, I'm beginning to notice things I haven't in my initial viewing such as bullet decals hitting at the side of the cliff as it misses Drake.

Rock chips off from gunfire is also highlighted thanks to the fluidity of frame-rate. Even at CQC, the soda bottle slips off just as Drake initiates the attack just could not be ignored. I can literally notice elements that wasn't perceptible at 30fps.

Amazing, truly amazing. Now that I've seen it, there's no way ND shouldn't avoid targeting 60fps. It would do immense injustice to the amount of detail they've placed in the game.

Note: BTW, have you noticed in the final "cutscene" that Drake still holsters his last used "primary" weapon? That's when you know right then and there it's NOT pre-rendered. And yes, it was the high frame-rate that made me catch that little tidbit right there.
 
This did not look much like that one gif from the earlier trailer which was posted 500 times.

The game is clearly using much more detailed character models during cut scenes. And, just like every other game in existence, it's using additional point lights during cut scenes to highlight character models that disappear during gameplay.

This is why I always hate it when people use cut scenes to compare game graphics. I'm much more impressed when a game can look amazing while you're in complete control of the camera.

(yes, I'm very much a broken record on this topic...)
 
Top Bottom