freethought
Member
Chrange said:My only concern (aside from only one path through the levels) is that I wish everything in the environment wasn't so blocky. The texturing is amazing, but you can still see that (in the videos I've watched) almost everything is made of really low-poly count models, and that takes away from it. It's not bad in screenshots, but when it's in motion it really detracts from the experience.
Sorry Pharmacy, he's already dismissed your argument. We need some gifs!
What you may be noticing (if you aren't just trolling) might be the very, shall we say convenient, design of the environments. Platforms and ledges and such standing out as being 'blocky', especially when set against the less functional parts of the environment. It's something I've noticed, and was dismayed about, but I assume such economical design is necessary trade off in favour of gameplay. Low poly counts is certainly not a problem I've ever noticed.
Take for instance, the crumbling architecture. In the past (even past Naughty Dog games) such crumbling sections were always noticeable, largely due to the higher polygon count necessitated by the action of a part of the environment breaking apart in real time. Buildings seem to break a lot more convincingly in Uncharted, it's not as obvious. My guess is that it's due to an overall higher polygon count.