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Digital Foundry: Hands-on with Uncharted: the Nathan Drake Collection

Timu

Member
"All three titles operate at full 1080p with excellent anti-aliasing coverage and what looks like at least 8x anisotropic filtering."

So buying this even though I already own them.
 

Surface of Me

I'm not an NPC. And neither are we.
Bluepoint is such a talented team. I wonder what a game made from the ground up by them would look like.
 

Cuyejo

Member
Bluepoint is really putting some devs from this gen to shame, these might as well become one of the best looking games of the generation and seeing them run so fluidly is just amazing, most of the other remasters just fall flat.
 

Chao

Member
"All three titles operate at full 1080p with excellent anti-aliasing coverage and what looks like at least 8x anisotropic filtering."

So buying this even though I already own them.


It's always interesting to me how they say things like that just by looking at the game.

Is there really a way to tell how many Xs anisotropic filtering has just by watching footage or are they full of shit? I don't know anything about it, just curious
 

dark10x

Digital Foundry pixel pusher
I'd be more interested if DF could interview Bluepoint if SCE would allow it.
That would be so excellent but I doubt that would happen. :-(

It's always interesting to me how they say things like that just by looking at the game.

Is there really a way to tell how many Xs anisotropic filtering has just by watching footage or are they full of shit? I don't know anything about it, just curious
No, it's a guess based on PC experience. It's clearly higher than 4x but there is enough subtle blur that leads me to believe we're seeing 8x in many cases but it seems higher in other areas. I think it could be applied at different levels on different textures rather than across the board. There's no real way to know 100% without the developers knowledge. It's just an educated guess. Either way, it's not an issue and textures look sharp.
 

Bioshocker

Member
I'll absolutely getting this. Finally a remaster to kill for (although I really liked The Last of Us on PS4 it didn't differ much from the PS3 game).
 

arne

Member
Not really interested to hear how it's done in general, I want to hear what was done specifically for this collection.

I've been going around Europe the past couple of weeks talking about this a bit, it's difficult between the short time talking about the Collection in general or journalist questions to delve too much into some stuff.

Apart from DF directly talking to Bluepoint, what kinds of things do you want to know? Maybe we can find someone we can work with to write about it or find a way to delve deeper into it. There were some crazy things Bluepoint had to deal with to even get the remastered project underway.
 

Donos

Member
I've been going around Europe the past couple of weeks talking about this a bit, it's difficult between the short time talking about the Collection in general or journalist questions to delve too much into some stuff.

Apart from DF directly talking to Bluepoint, what kinds of things do you want to know? Maybe we can find someone we can work with to write about it or find a way to delve deeper into it. There were some crazy things Bluepoint had to deal with to even get the remastered project underway.

That would be nice. There are still some people who thinks that these ports are very cheap and "just upping the rez".
 

EatChildren

Currently polling second in Australia's federal election (first in the Gold Coast), this feral may one day be your Bogan King.
Shadow dithering is the only downside. Would have been good if they found an affordable soft shadow solution.

Pretty keen to go through all three again at native 1080p with decent texture filtering.
 

Markitron

Is currently staging a hunger strike outside Gearbox HQ while trying to hate them to death
That would be nice. There are still some people who thinks that these ports are very cheap and "just upping the rez".

If there are people that still have that opinion after reading that DF article, then they are either fanboys or idiots.
 

Donos

Member
This is going to be an all Donut Drake playthrough with all three games. Interested what the other 60 skins are.

If there are people that still have that opinion after reading that DF article, then they are either fanboys or idiots.

That was more a generall statement (see God of War 3 remaster threads) than only for this Collection. Some behind the scenes stuff about making these remasters would be interesting.

What will happen when someone remasters a Bluepoint remaster?
downgrade? Inception? Profit?
 

Loudninja

Member
This is going to be an all Donut Drake playthrough with all three games. Interested what the other 60 skins are.



That was more a generall statement (see God of War 3 remaster threads) than only for this Collection. Some behind the scenes stuff about making these remasters would be interesting.
The game has new Donut skins.
 

stryke

Member
I've been going around Europe the past couple of weeks talking about this a bit, it's difficult between the short time talking about the Collection in general or journalist questions to delve too much into some stuff.

Apart from DF directly talking to Bluepoint, what kinds of things do you want to know? Maybe we can find someone we can work with to write about it or find a way to delve deeper into it. There were some crazy things Bluepoint had to deal with to even get the remastered project underway.

Please do, I'm sure it would make for an interesting and informative read. Also, good work with the talk at EGX, I appreciate some of the background stories behind Uncharted and tidbits about the collection. The things I want to know can probably be easily covered by a DF article, stuff like how they managed to compressed everything, especially pre recorded cutscenes onto one disc since that's doubled the framerate, people like to echo "shared assets" between games - I'd like to know to what extent that is true. Other things like moving from Cell to a more standardised architecture, how they changed SPU workload to work on PS4, how useful was the move to fibres that was covered by Christian Gyrling in his GDC talk, etc. Art assets would be of interest as well, how much was redone from scratch or how many higher quality assets were already available. Audio stuff too would be nice.

I hope you can arrange something with DF. Cheers.
 

Moosichu

Member
I've been going around Europe the past couple of weeks talking about this a bit, it's difficult between the short time talking about the Collection in general or journalist questions to delve too much into some stuff.

Apart from DF directly talking to Bluepoint, what kinds of things do you want to know? Maybe we can find someone we can work with to write about it or find a way to delve deeper into it. There were some crazy things Bluepoint had to deal with to even get the remastered project underway.

Well, the process definitely seems different to any other remaster before. I'm personally mainly curious how the whole process from start to end happened really. Such as, did Bluepoint start with the source-code for each Uncharted game and then try and port them all to PS4, or did they take the source-code for "The Last of Us: Remastered" and then try and just get all the game-data for the Uncharted games running in that version of the engine? How backwards-compatible was the engine with the old game-data for example?

They also must have spent a lot of time heavily optimizing the engine to get parts of the game running at 60FPS, considering that the engine being used for Uncharted 4 is a continuation of the one used for 'The Last of Us: Remastered", did any of the changes they made get pushed to the Uncharted 4 version from the Collection or Vice-Versa?

Also, I remember that Naughty Dog originally created two seperate teams because they wanted to get more use of their engine, but it was so ingrained into their work environment that it would be really difficult to license it to other teams or let other teams use it. But now Bluepoint Games have done that, could the Naughty Dog engine be used by other studios (in the same way the 'Killzone: Shadow Fall' engine was used to make 'Until Dawn')?

The reason I am personally interested is because I am a Computer Science undergrad at University with aspirations to go into the games industry and really love reading and hearing about this stuff so I can learn more about game development.
 

alr1ght

bish gets all the credit :)
It would be great if they didn't patch out that amazing clip out glitch in UC1, but I know it's probably already gone.
 

Shin-Ra

Junior Member
I've been going around Europe the past couple of weeks talking about this a bit, it's difficult between the short time talking about the Collection in general or journalist questions to delve too much into some stuff.

Apart from DF directly talking to Bluepoint, what kinds of things do you want to know? Maybe we can find someone we can work with to write about it or find a way to delve deeper into it. There were some crazy things Bluepoint had to deal with to even get the remastered project underway.
Some extra deets on audio, and video compression would be good in addition to the usual graphics stuff.

For example the TLoU FAQ mentions
All audio assets updated to the highest bit rate ATRAC9 codec
 

nortonff

Hi, I'm nortonff. I spend my life going into threads to say that I don't care about the topic of the thread. It's a really good use of my time.
So my first time playing the Uncharted series will be awesome.
I'm definitely getting the box.
 

arne

Member
That would be nice. There are still some people who thinks that these ports are very cheap and "just upping the rez".

Please do, I'm sure it would make for an interesting and informative read.

Well, the process definitely seems different to any other remaster before. I'm personally mainly curious how the whole process from start to end happened really.

Some extra deets on audio, and video compression would be good in addition to the usual graphics stuff.


I think most of the interviews have not delved too deeply into this, but having visited Bluepoint and having conversations about this, I do know some of this info to different degrees already. Putting some of it into a FAQ could be an option too.

eg. over 12,000 newly created textures, mostly related to a new environment lighting model that was created for UNDC which I've talked about on tour.
 
Given the work they do, I'd guess that their team is smaller and compromised of engineers with next to no gameplay designers, artists, musicians, writers, etc. Don't think that making new games is on their roadmap.

Kinda figured that was the case. Great work that they do, seems like it's sort of a waste and outside of people who really know who they are and what they are doing, the probably won't get the accolades they deserve.

The Titanfall 360 port is a case in point, technically amazing. Yet very few people even knew it was them who did it and probably thought it was a Respawn effort.

Either way, we'll keep getting some perfect remasters from them for now.
 

Loudninja

Member
I think most of the interviews have not delved too deeply into this, but having visited Bluepoint and having conversations about this, I do know some of this info to different degrees already. Putting some of it into a FAQ could be an option too.

eg. over 12,000 newly created textures, mostly related to a new environment lighting model that was created for UNDC which I've talked about on tour.
Wow this is interesting stuff.
 
What's the difference between them exactly (other than the obvious)? Which is better?

Basically, camera motion blur blurs the entire screen when you turn the camera, and object motion blur is when certain objects in-game have blur applied to them independently. Here are some examples:

Camera.

Blur2.png


Object.

Blur1.png


Camera.

crysis_motion_blur_2.jpg


Object.

Crysis2009-03-0120-56-14-33.jpg


It's down to personal preference as to which one is better. I'll mostly likely play with object only, depending on how strong the camera blur is.
 

JohngPR

Member
I've been going around Europe the past couple of weeks talking about this a bit, it's difficult between the short time talking about the Collection in general or journalist questions to delve too much into some stuff.

Apart from DF directly talking to Bluepoint, what kinds of things do you want to know? Maybe we can find someone we can work with to write about it or find a way to delve deeper into it. There were some crazy things Bluepoint had to deal with to even get the remastered project underway.

Would love something similar to what you guys did with Rubin and Gavin for the Jak Collection: https://www.youtube.com/watch?v=GT4Ppbg257g

But instead with ND employees that made the original games on PS3 and Bluepoint guys talking about the differences of developing it and then having to remaster it.




Basically, camera motion blur blurs the entire screen when you turn the camera, and object motion blur is when certain objects in-game have blur applied to them independently. Here are some examples:

Camera.

Blur2.png


Object.

Blur1.png


Camera.

crysis_motion_blur_2.jpg


Object.

Crysis2009-03-0120-56-14-33.jpg


It's down to personal preference as to which one is better. I'll mostly likely play with object only, depending on how strong the camera blur is.

Those are great examples, thanks! I'm typically not a fan of motion blur...mostly because I love taking screenshots and it gets in the way a game's clarity at times. :p
 
Kinda figured that was the case. Great work that they do, seems like it's sort of a waste and outside of people who really know who they are and what they are doing, the probably won't get the accolades they deserve.

The Titanfall 360 port is a case in point, technically amazing. Yet very few people even knew it was them who did it and probably thought it was a Respawn effort.

Either way, we'll keep getting some perfect remasters from them for now.

One of their forgotten wizardly acts was getting PSABR to run at 60fps on the Vita.
 
how the hell did they fit all three games on one disc?

It's down to personal preference as to which one is better. I'll mostly likely play with object only, depending on how strong the camera blur is.
i was wondering about this. i definitely don't like overly strong camera blur. object blur is more my taste.
 

farisr

Member
how the hell did they fit all three games on one disc?


i was wondering about this. i definitely don't like overly strong camera blur. object blur is more my taste.

Seems bluepoint thinks the same as Object blur is the default setting in this collection I think.
 

Pimpbaa

Member
What will happen when someone remasters a Bluepoint remaster?

Someone else? A downgrade. Bluepoint remastering a Bluepoint remaster would result in a game that would run at 4K and 120fps on a tv that is only capable of 1080p and 60fps.
 

Gurish

Member
Bluepoint is really putting some devs from this gen to shame, these might as well become one of the best looking games of the generation and seeing them run so fluidly is just amazing, most of the other remasters just fall flat.
Let's not get carried away, it is not one of the best looking games compared to current gen only stuff, it's looking great for what it is, but "one of the best looking games"? nah.
 
This thread has wizards, 4K 120 fps, secret sauce, magic references, and a constant level of astoundement as to how a port like this could exist.

A DF tech thread.
 

Corrupt

Member
Do we know if they've included bonus cheats in this version of Uncharted 3? Things like weapon select and unlimited ammo were cool little extras that are rarely seen in games these days, so I was sad to see them included for the first two but not the third.
 

bombshell

Member
Do we know if they've included bonus cheats in this version of Uncharted 3? Things like weapon select and unlimited ammo were cool little extras that are rarely seen in games these days, so I was sad to see them included for the first two but not the third.

They are in Uncharted 3 as well this time, dark10x confirmed it earlier in the thread.

A nice excellent port job from Blue Point.

Any word on if they kept all the tweaks (next-gen filter, low gravity, etc)?

Yes they did.

Across all three titles?

 
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