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Assassin's Creed Unity -- The graphics "leap" we've all been waiting for.

ill be surprised if uncharted doesnt look better than ac unity on any platform. i also dont expect 60 fps. im banking on 30.

How could it look better than *any* platform when the PC can push higher res textures, tessellation (which I have yet to find in any console game to date), better AA, HBAO+, 4k resolution, and all the other dandy things that consoles seem to not have?

If ND pushes for 30fps (which is really a no-brainer), then we'll see if they go for 1080p. I'm sure their talented art team is going to make stuff look really really nice, but I'm confident they won't be able to exceed AC:U on PC max'd out @ 1080p. They would at least need to match the lighting in AC:U first. I could be surprised though. :)
 
How could it look better than *any* platform when the PC can push higher res textures, tessellation (which I have yet to find in any console game to date), better AA, HBAO+, 4k resolution, and all the other dandy things that consoles seem to not have?

If ND pushes for 30fps (which is really a no-brainer), then we'll see if they go for 1080p. I'm sure their talented art team is going to make stuff look really really nice, but I'm confident they won't be able to exceed AC:U on PC max'd out @ 1080p. They would at least need to match the lighting in AC:U first. I could be surprised though. :)

Because theres more to graphics than texture resolution, and so far tesellation hasnt done anything of use outside of tech demos. I fully expect uncharted to be substantially better than ac unity on pc. The teaser trailer certainly puts it far ahead of anything in ac unity, the question is whether or not its bullshit marketing.

Ps - there are no effective aa options in ac unity short of dropping 1500$+ on gpus to brute force enough ogssaa
 
How could it look better than *any* platform when the PC can push higher res textures, tessellation (which I have yet to find in any console game to date), better AA, HBAO+, 4k resolution, and all the other dandy things that consoles seem to not have?

If ND pushes for 30fps (which is really a no-brainer), then we'll see if they go for 1080p. I'm sure their talented art team is going to make stuff look really really nice, but I'm confident they won't be able to exceed AC:U on PC max'd out @ 1080p. They would at least need to match the lighting in AC:U first. I could be surprised though. :)

You mean artstyle wise right? Cus you know Unity uses static GI while Uncharted 4 is suppsoed to use a dynamic version of it. But like I mentioned before this can be double edged: using a high performance tech which is making its first steps in the domain can give you clunky results compared to more secure fixed solutions. So wait and see.
 
Because theres more to graphics than texture resolution, and so far tesellation hasnt done anything of use outside of tech demos.

Are you kidding? Tessellation makes a *world* of difference when approximating complex geometry. If we didn't have displacements, we'd have to model everything down to the smallest detail. Your analogy is like saying we can deal with sharp corners on curved surfaces because it doesn't make a difference.

I fully expect uncharted to be substantially better than ac unity on pc. The teaser trailer certainly puts it far ahead of anything in ac unity, the question is whether or not its bullshit marketing.

There is nothing in that trailer that is far ahead of any cutscene in AC:U. In fact, some of the characters in AC:U cutscenes are more complex than Drake. Elise for instance is way more impressive with her hair than Nathan Drake. And AC:U cutscenes are indeed realtime just like that UC4 teaser. Hell, even TLOU:Remastered cutscenes rival the quality of that UC4 demo.

Ps - there are no effective aa options in ac unity short of dropping 1500$+ on gpus to brute force enough ogssaa

MFAA is effective on the new Maxwell cards... and of course, brute force increasing resolution is always the better option. :)
 
You mean artstyle wise right? Cus you know Unity uses static GI while Uncharted 4 is suppsoed to use a dynamic version of it. But like I mentioned before this can be double edged: using a high performance tech which is making its first steps in the domain can give you clunky results compared to more secure fixed solutions. So wait and see.

Unity uses a partially baked solution for GI. It's not ALL static. The light probes do change with weather and more importantly, dynamic objects pick up the GI probes.
 
UC4 looks borderline CG. I've not seen anything that has toppled it, even animation is un matched.

I actually don't believe it's real time, that's how good it looks. :)

The graphic fidelity is through the roof and could easily pass as CG film.
 

JordanN

Banned
Are you kidding? Tessellation makes a *world* of difference when approximating complex geometry. If we didn't have displacements, we'd have to model everything down to the smallest detail. Your analogy is like saying we can deal with sharp corners on curved surfaces because it doesn't make a difference.

This already happens. Bump maps/normal maps.

I just finished sculpting all my fine details in Mudbox and baking down the results for in-game.

There are some fancy shader tricks that can do a good enough job replicating displacement. See this carpet made in UE4.

VFX_Veteran said:
tessellation (which I have yet to find in any console game to date),
Viva Pinata, Gran Turismo 6, Without Memory.
 
Unity uses a partially baked solution for GI. It's not ALL static. The light probes do change with weather and more importantly, dynamic objects pick up the GI probes.

Yes my friend, trust me it is still static (not even stationary). dynamic objects picking up GI probes does not mean that the light GI source is dynamic, and not because objects interacting with it it means the GI is not static. it still stores GI in static space, since the the light source is static, but a dynamic object can still interact with static GI source and diffuse and receive diffused light probes. There are are three types of lights: static, like here and stationary (meaning the light flickers: turns on/off and stays in the same position but it can be turned off by switching it off or destroying its lamp making the scene change in lighting which still doesn't exist in Unity). And movable dynamic light which requires a totally dynamic GI solution that are very expensive to afford especially in games like Unity. Like you said , it uses partially baked solution for GI, but trust the GI is still static here. I explained that in my previous long post in this same thread.
 

luca_29_bg

Member
Are you kidding? Tessellation makes a *world* of difference when approximating complex geometry. If we didn't have displacements, we'd have to model everything down to the smallest detail. Your analogy is like saying we can deal with sharp corners on curved surfaces because it doesn't make a difference.



There is nothing in that trailer that is far ahead of any cutscene in AC:U. In fact, some of the characters in AC:U cutscenes are more complex than Drake. Elise for instance is way more impressive with her hair than Nathan Drake. And AC:U cutscenes are indeed realtime just like that UC4 teaser. Hell, even TLOU:Remastered cutscenes rival the quality of that UC4 demo.



MFAA is effective on the new Maxwell cards... and of course, brute force increasing resolution is always the better option. :)

Check your eyes. There are good doctors out there. Unity don't touch uncharted 4 by miles. Unity is decent only in cut scene with high level detail and hair. And the last of us remaster cutscenes compared to uncharted 4 teaser ? Re-check your eyes. Ugly ps3 era graphic in high resolution and frame rate. Nathan model in uncharted 4 is untouched by everything out there, look Cg, in real time of course, with the rounded polygonal body ever rendered on a screen.
 
Are you kidding? Tessellation makes a *world* of difference when approximating complex geometry. If we didn't have displacements, we'd have to model everything down to the smallest detail. Your analogy is like saying we can deal with sharp corners on curved surfaces because it doesn't make a difference.



There is nothing in that trailer that is far ahead of any cutscene in AC:U. In fact, some of the characters in AC:U cutscenes are more complex than Drake. Elise for instance is way more impressive with her hair than Nathan Drake. And AC:U cutscenes are indeed realtime just like that UC4 teaser. Hell, even TLOU:Remastered cutscenes rival the quality of that UC4 demo.



MFAA is effective on the new Maxwell cards... and of course, brute force increasing resolution is always the better option. :)

The first 2 parts of your post are so ridiculous i dont even have a response.

Maxwell has the same aa as any 6 series + nvidia gpu. None of them do jack shit. Heres a video showing how bad txaa is(which is slightly less awful than standard msaa) in unity

http://www.pcgameshardware.de/Assas...eature-von-Nvidia-im-Video-Vergleich-1143504/

Fxaa is the best option available and its identical to whats on consoles
 
Game has so many moments where Im just in awe playing it...like it feels so good to just roam around the city cause its so beautiful, last time I felt like that was when I 1st played Batman Arkham City....Unity is the graphical leap no doubt.

Im playing with a GTX680 i5 3.3 8gb ram on High setting 1080p and it still looks damn good.........except:
-lots of stuttering
-some missions' fps drops to under 20fps, basically unplayable
-the longer i play on pc - the bigger those 2 problems get.

If only this game was released without those issues - it wouldve easily received 85score and up easily


The pacing of the story isnt the best though (well maybe it wouldve been if the stuttering/fps wasnt that bad)



If Ubi ever release a patch or nVidia releases new drivers - definitely replaying the whole game - just to experience it w/o the fps issues (and hopefully with even higher settings)
 

Wiktor

Member
And to see this amazing next-gen leap you only have to build a $1000 PC! everyone hop in!

And still doesn't really look all that special compared to Infamous.

Does look solid though. Like the shadow work
Well..it definitely looks a lot better than inFamous: SS and the hardaware is expected, we never get as good optimisation on PC as on consoles.
 
I don't understand why people are comparing Unity to games that haven't even come out yet....let alone Uncharted 4, where we only saw a 10 second clip and zero game play.

Edit: It's almost has if people are threatened by Unity's graphical prowess...
 

Wiktor

Member
ill be surprised if uncharted doesnt look better than ac unity on any platform. i also dont expect 60 fps. im banking on 30.

Better? Propably. But it also propably won't be as impressive graphically.. It being linear shooter will allow ND to do crazy things with detail level
 

Game4life

Banned
Better? Propably. But it also propably won't be as impressive graphically.. It being linear shooter will allow ND to do crazy things with detail level

If everyone just wants to exclude linear games then the thread should highlight that graphics discussions going forward are solely only for open world games.
 

Wiktor

Member
If everyone just wants to exclude linear games then the thread should highlight that graphics discussions going forward are solely only for open world games

It's not about excluding anything. Just that scale is a part of graphical proweress and shouln't be ignored. Otherwise untill recently the only games that would count in "best graphics" discussions would have been fighting games
 

vpance

Member
It's not about excluding anything. Just that scale is a part of graphical proweress and shouln't be ignored. Otherwise untill recently the only games that would count in "best graphics" discussions would have been fighting games

Scale does count, but up to a point. After all, you can only see as far as what's displayed on the screen. And if your LOD drops like a rock after 20m then what does it really matter.
 

vivekTO

Member
This already happens. Bump maps/normal maps.

I just finished sculpting all my fine details in Mudbox and baking down the results for in-game.

There are some fancy shader tricks that can do a good enough job replicating displacement. See this carpet made in UE4.

There is a difference between Tesselation and normal/bump maps . And i mean drastic difference. Tesselation/Displacement maps pushes extra geometryon to a surface, is pretty much heavy on resources, while normal maps works on certain veiwing angles for a surface. Best at 90 degree/ perpendicular to the surface. the lower you go the flat the object starts to appear.
 

Jtrizzy

Member
Didn't ND already commit to making Uncharted 4 60 fps? I hope they do...30 fps kills me nowadays. Playing this game maxed in the 50's for the most part, and it really does look CGish.
 
There is a difference between Tesselation and normal/bump maps . And i mean drastic difference. Tesselation/Displacement maps pushes extra geometryon to a surface, is pretty much heavy on resources, while normal maps works on certain veiwing angles for a surface. Best at 90 degree/ perpendicular to the surface. the lower you go the flat the object starts to appear.

Provide comparison screens of an actual game showcasing a drastic difference. And please dont waste our time with some zoomed in picture of a wall/floor
 
Yes my friend, trust me it is still static (not even stationary). dynamic objects picking up GI probes does not mean that the light GI source is dynamic, and not because objects interacting with it it means the GI is not static. it still stores GI in static space, since the the light source is static, but a dynamic object can still interact with static GI source and diffuse and receive diffused light probes. There are are three types of lights: static, like here and stationary (meaning the light flickers: turns on/off and stays in the same position but it can be turned off by switching it off or destroying its lamp making the scene change in lighting which still doesn't exist in Unity). And movable dynamic light which requires a totally dynamic GI solution that are very expensive to afford especially in games like Unity. Like you said , it uses partially baked solution for GI, but trust the GI is still static here. I explained that in my previous long post in this same thread.

I am well aware of the GI solutions.

You are still downplaying Unity in what it's doing with dynamic objects as only recently has games even had the power to do multiple lookups of light probes. Depending on how many their are and what the distance is from the source object, you are doing several reads per frame just to get light information.

If the solution was dynamic, you still wouldn't tell the difference unless you had day/night cycles, and/or destructible geometry. I seriously doubt you'll see UC4 with a solution like The Tomorrow Children if that's what you are implying.
 
The first 2 parts of your post are so ridiculous i dont even have a response.

Maxwell has the same aa as any 6 series + nvidia gpu. None of them do jack shit. Heres a video showing how bad txaa is(which is slightly less awful than standard msaa) in unity

http://www.pcgameshardware.de/Assas...eature-von-Nvidia-im-Video-Vergleich-1143504/

Fxaa is the best option available and its identical to whats on consoles

The new Maxwell has MFAA.. which is ONLY in the 900-series cards..

http://www.geforce.com/hardware/technology/mfaa

Please do your research before you post thinking you are correcting someone.
 
I am well aware of the GI solutions.

You are still downplaying Unity in what it's doing with dynamic objects as only recently has games even had the power to do multiple lookups of light probes. Depending on how many their are and what the distance is from the source object, you are doing several reads per frame just to get light information.

If the solution was dynamic, you still wouldn't tell the difference unless you had day/night cycles, and/or destructible geometry. I seriously doubt you'll see UC4 with a solution like The Tomorrow Children if that's what you are implying.

I am not downplaying Unity my friend. Like I explained in a previous post, static GI can get you more accurate and less buggy results than dynamic one. It can also expand to multiple bounces in multiples directions thus making the on-screen result better while the dynamic solutions mostly are stuck with one bounce in limited directions and increasing the number will cripple performance unlike for static one. Maybe, Uncharted will have day/night cycle (hence the use of dynamic GI), but I really doubt it will have a solution as advanced as The Tomorrow Children since such solution would be an overkill for complex games.
 
Scale does count, but up to a point. After all, you can only see as far as what's displayed on the screen. And if your LOD drops like a rock after 20m then what does it really matter.

That depends.

Here Is an impressive screenshot I took of synchronizing on top of Notre Dame. The entire world was rendering in realtime @1440p with every option set to Ultra moving > 35fps on my GTX980. The game is literally brute forcing a LOT of things which, to me, is more impressive than any linear non-open world game. Notice how the lighting, shadowing on all the buildings and exponential atmospheric fog are still very detailed despite the LOD issues. Whoever implemented this vision knew exactly how to get photo-accurate and physically plausible results.

bCI7tw.png
 
Check your eyes. There are good doctors out there. Unity don't touch uncharted 4 by miles. Unity is decent only in cut scene with high level detail and hair. And the last of us remaster cutscenes compared to uncharted 4 teaser ? Re-check your eyes. Ugly ps3 era graphic in high resolution and frame rate.

If you can find *any* game that can give such physically accurate color, light and texture as this screenshot I just took today (and yes, it's more impressive to me than any single frame in that UC4 demo), I'll be glad to see it:

7skQOm.png


Nathan model in uncharted 4 is untouched by everything out there, look Cg, in real time of course, with the rounded polygonal body ever rendered on a screen.

Nope. Here is a screen of one of the enemies in AC:U and it's simply more detailed than Nathan model in that demo. Go back and look at the color scheme, the lower res normal maps, the hair and the skin on Nathan compared to this guy:

vsnAiy.png
 
You can check videos on YouTube. There are some year old crysis dx11 tessellation demos.

i dont care about demos, in the actual crysis games tessellation does jack squat. theres an occasional brick wall in crysis 2 that shows a slight improvement if you get as close as possible to it. in crysis 3 id bet you cant even tell whether its on or off.
 

JordanN

Banned
Those break down when viewing the object along siluoette edges. They also don't provide accurate self shadowing information. They also have to be really high res in order to not show pixilation.

-M

In regards to self shadowing, this can boosted by pairing a separate AO map to go with it.
Here's a test I did in UE4 a while ago to confirm this (the one with AO is producing shadows, and it reacts to a moving light source in real time).
ilsqRIf9t4LxS.jpg


This was also achieved using a 256 x 256 texture for both (although it's obviously circumstantial).
 
If you can find *any* game that can give such physically accurate color, light and texture as this screenshot I just took today (and yes, it's more impressive to me than any single frame in that UC4 demo), I'll be glad to see it:

7skQOm.png




Nope. Here is a screen of one of the enemies in AC:U and it's simply more detailed than Nathan model in that demo. Go back and look at the color scheme, the lower res normal maps, the hair and the skin on Nathan compared to this guy:

vsnAiy.png

Joke post?
 
In regards to self shadowing, this can boosted by pairing a separate AO map to go with it.
Here's a test I did in UE4 a while ago to confirm this (the one with AO is producing shadows, and it reacts to a moving light source in real time).
ilsqRIf9t4LxS.jpg


This was also achieved using a 256 x 256 texture for both (although it's obviously circumstantial).

And that AO map is going to be another texture layer composited into the shader thus increasing texture space as well as another multiply per-pixel.

Move the camera so that it's view is almost parallel with that texture and you'll see the parallax break down.
 

JordanN

Banned
And that AO map is going to be another texture layer composited into the shader thus increasing texture space as well as another multiply per-pixel.

Move the camera so that it's view is almost parallel with that texture and you'll see the parallax break down.

True. But the point of it isn't to to deliver the absolute best self shadowing quality. It's doing it at less of a cost than it is to create an actual material that is based upon displacement/tessellation.

As for the camera, it would be designed in a way to avoid compromising situations like that. Especially if it was say, a cutscene. The camera is going to be fixed anyway so you wont see where the texture ends.
 
Nathan looks awesome up close.. You can tell they spend all the PS4 resources getting detail in the face..

e3-2014-uncharted-4-a-thiefs-end-trailer-screenshot-beach-drake.jpg


But notice what happens as the camera pulls away from Nathan and shows more of the environment:

e3-2014-uncharted-4-a-thiefs-end-trailer-screenshot-4.jpg


e3-2014-uncharted-4-a-thiefs-end-trailer-screenshot-5.jpg


e3-2014-uncharted-4-a-thiefs-end-trailer-screenshot-nate.jpg


His detail rapidly fades..

e3-2014-uncharted-4-a-thiefs-end-trailer-screenshot-8.jpg


Now he looks like a videogame character instead of CG.

Look at his shirt.. fails at a convincing wet look wet (i.e. looks like shiny plastic).

e3-2014-uncharted-4-a-thiefs-end-trailer-screenshot-ps4.jpg


If we can get this:

e3-2014-uncharted-4-a-thiefs-end-trailer-screenshot-27.jpg


as actual gameplay.. then we are getting somewhere!! :)
 

SaberEdge

Member
Check your eyes. There are good doctors out there. Unity don't touch uncharted 4 by miles. Unity is decent only in cut scene with high level detail and hair. And the last of us remaster cutscenes compared to uncharted 4 teaser ? Re-check your eyes. Ugly ps3 era graphic in high resolution and frame rate. Nathan model in uncharted 4 is untouched by everything out there, look Cg, in real time of course, with the rounded polygonal body ever rendered on a screen.

Personally, I do think that Uncharted 4 will surpass ACU. Naughty Dog have some extremely talented and skilled artists and engineers and they get more out of console hardware than any other developer I can think of.

Still, ACU is the best looking game right now and Uncharted 4 is likely at least a year away. I'm more curious about which games between now and then might challenge ACU. Despite some people's doubts, I think The Witcher 3 on PC may surprise people by how good it looks. Although, I do admit the recent gameplay demonstrations didn't wow me like the earlier trailers did. We'll see. I still have faith in CD Projekt Red. They did amazing work in the first two games. Especially The Witcher 2 on PC. That game still holds its own against many newer games.
 
True. But the point of it isn't to to deliver the absolute best self shadowing quality. It's doing it at less of a cost than it is to create an actual material that is based upon displacement/tessellation.

I never disagreed there. I'm just saying that displacement is superior in every way if you have the horsepower to render the extra triangles. You get self-shadowing for free, AO for free, better rounded edges, no parallax breakdown and you get closer to CG.
 
Compression hides detail, have you seen it uncompressed? Still looks more real than that NPC character you posted which looks like a typical videogame character we've seen before.

vsnAiy.png


Look at his hair and rough skin texture.

Now look at drake, no contest.

And I bet it doesn't even animate look UC4, with realistic facial expressions.
 
Personally, I do think that Uncharted 4 will surpass ACU. Naughty Dog have some extremely talented and skilled artists and engineers and they get more out of console hardware than any other developer I can think of.

I can think of some more developers that can push the console hardware just as hard as ND. I won't discredit the guys that made KZ:SF or ISS or even Dice or Crytek (or UE4). They all have excellent programmers and know what they are doing.

I'm assuming it won't take the crown on the fact that ND said they was going to continue to use their same engine that powered TLOU and UC3 for UC4 (with revisions of course). There is only such much you can tweak to an engine before you have to revamp it completely. We'll see though.

Still, ACU is the best looking game right now and Uncharted 4 is likely at least a year away. I'm more curious about which games between now and then might challenge ACU. Despite some people's doubts, I think The Witcher 3 on PC may surprise people by how good it looks. Although, I do admit the recent gameplay demonstrations didn't wow me like the earlier trailers did. We'll see. I still have faith in CD Projekt Red. They did amazing work in the first two games. Especially The Witcher 2 on PC. That game still holds its own against many newer games.

I love CD Project RED too. But hey, just because they aren't #1 in graphics-tech doesn't mean they won't make a great game! Right now, Ubisoft took the top spot. Doesn't mean they'll always be #1.
 
Nathan looks awesome up close.. You can tell they spend all the PS4 resources getting detail in the face..


But notice what happens as the camera pulls away from Nathan and shows more of the environment:




His detail rapidly fades..


Now he looks like a videogame character instead of CG.

Look at his shirt.. fails at a convincing wet look wet (i.e. looks like shiny plastic).


If we can get this:



as actual gameplay.. then we are getting somewhere!! :)

even those horrible low quality pics make it clear just how far ahead of anything else uncharted 4 is.

*disclaimer : going on the assumption that the game actually ends up looking that good*

edit - these are the highest quality screens i could find

ibkxyQ8KweMa7j.png

AeFJbmp.png

iih8xQe.png
 
Compression hides detail, have you seen it uncompressed? Still looks more real than that NPC character you posted which looks like a typical videogame character we've seen before.

We'll have to disagree here. I think that NPC looks amazing. Not just because of the detail but because of the lighting and color used.

And yes, there is some compression there.. but you can still notice small things that start to lose their clarity.
 
even those horrible low quality pics make it clear just how far ahead of anything else uncharted 4 is.

*disclaimer : going on the assumption that the game actually ends up looking that good*

We'll just have to disagree then. You go ahead and continue to "see" what you will. Only time will tell.
 
Nathan looks awesome up close.. You can tell they spend all the PS4 resources getting detail in the face..

e3-2014-uncharted-4-a-thiefs-end-trailer-screenshot-beach-drake.jpg


But notice what happens as the camera pulls away from Nathan and shows more of the environment:

e3-2014-uncharted-4-a-thiefs-end-trailer-screenshot-4.jpg


e3-2014-uncharted-4-a-thiefs-end-trailer-screenshot-5.jpg


e3-2014-uncharted-4-a-thiefs-end-trailer-screenshot-nate.jpg


His detail rapidly fades..

e3-2014-uncharted-4-a-thiefs-end-trailer-screenshot-8.jpg


Now he looks like a videogame character instead of CG.

Look at his shirt.. fails at a convincing wet look wet (i.e. looks like shiny plastic).

e3-2014-uncharted-4-a-thiefs-end-trailer-screenshot-ps4.jpg


If we can get this:

e3-2014-uncharted-4-a-thiefs-end-trailer-screenshot-27.jpg


as actual gameplay.. then we are getting somewhere!! :)

WTF are you talking about and what loss of details you cliam they vanish? OFC , you won't see skin pores and other tiny details if the camera recedes from the character. Plus , compressed pics don't do it any justice ofc in compressed pics you will lsoe details -_-. In a previous post I showed you how they use the same exact model in gameplay and cutscenes with no extra added details but the cutscnes mdoel is not stiff and has a wide range of body and facial animations compared to ingame because teh custcnes were realtime but not ingame aka using teh ingame code like they claim to be now in U4. Didn't you see how he pressed the sand with his wet forearm and thus making the pressured sand area wet too. Better dream to get such details even in movies, let alone games.

Look at how his nose and mouth are trickling water strings so realistically.

Lol I noticed sth else, the fly even rubs her fore legs together like in real life. Sth alone that would surrender CGI movie makers.

And you say this is not impressive -_- . I won't force you to change your mind based on personal tastes only but you don't have to discredit ND for what they are doing. Just like how I may hate Gears series but I can't not acknowledge that is not a great series and say that it sucks because I hate it personally. This is absurd. You have to leave with that.

Edit: Here is a recent Nathan Drake close up supposed to be from gameplay:

http://www.gamespot.com/articles/ps4-uncharted-4-nathan-drake-close-up-revealed-wha/1100-6422623/

2671523-drake.jpg


You can see there is no loss in details and you can still see the tiny beard hairs on his chin., and the belt on his shoudler is very realistic and extremley well sewed.
 
damn i kind of geek out a bit every time i rewatch the teaser trailer. i wont be surprised if the final game doesnt match up to it, but damn i cant wait till games actually do. the foliage is just mind blowing.
 
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