• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Uncharted 2 world premiere at Spike VGAs

epmode said:
All I'm saying is that the vast majority of their nicely animated/filmed/scripted cutscenes are not being rendered in realtime so you can't exactly use them to show how fuck-amazing Naughty Dog + PS3 is.

Patrick: The characters in Uncharted are some of the most impressive video game models to date. They look even more impressive up close in the cutscenes. Are the in-game models any different from the cutscene models?

Richard: Thanks! Nope, the in game models are the exact same models that are used in the cutscenes. They also use the exact same textures. There really is no difference between them at all.

The only difference between the cutscenes and in game is a little higher quality lighting and shadowing. Hopefully not too noticeably different. We really wanted to keep the players immersed as much as possible. This meant using the same assets across the board.

http://www.ripten.com/2008/01/16/ripten’s-uncharted-interview-tease-“the-machine-is-a-beast”/

So they could run the cutscenes without recording them, but do you think the trade off of having load times just so you can say "Hey those are completely real time!" would be worth it?
 
gofreak said:
the snow looked a little suspiciously great. If that is in-engine though, that's pretty fantastic.

Seeing as potentially the whole game will be in a snow setting, the least you could expect from Uncharted 2 is totally awesome snow to show off ND's awesome engine.
 
epmode said:
All I'm saying is that the vast majority of their nicely animated/filmed/scripted cutscenes are not being rendered in realtime so you can't exactly use them to show how fuck-amazing Naughty Dog + PS3 is.

I like Uncharted just fine (started a trophy runthrough a month or two ago). The GAF groupthink surrounding this game is a little distressing is all.
I don't follow. The cutscenes and gameplay look almost indistinguishable...and for ND to now say that that Uncharted 2 trailer is real-time, we can expect the very same graphics (just about) in the gameplay.

Their whole method is to make the cutscenes indistinguishable from the gameplay, even if they improve the shadows slightly, so Uncharted 2 will look like that trailer. OK?

SolidSnakex said:
http://www.ripten.com/2008/01/16/ripten’s-uncharted-interview-tease-“the-machine-is-a-beast”/

So they could run the cutscenes without recording them, but do you think the trade off of having load times just so you can say "Hey those are completely real time!" would be worth it?
There we go, that's the interview we want. Rich is a leg end.
 
SolidSnakex said:
http://www.ripten.com/2008/01/16/ripten’s-uncharted-interview-tease-“the-machine-is-a-beast”/

So they could run the cutscenes without recording them, but do you think the trade off of having load times just so you can say "Hey those are completely real time!" would be worth it?
Nope. But some MGS4 fans would disagree. Loading...Loading...Loading....Loading...

Anyway, I'm just surprised that just about every cutscene in the game is FMV, even stuff that wouldn't be masking a load.
 
deepbrown said:
No. They record their in-engine cutscenes as FMV's to cover up loading. Get it right.

But they activate all sorts of extra effects that the PS3 couldn't do in real time with a stable frame-rate (enhanced lighting higher level of detail on all objects) and record the best possible looking version of the engine. Not the same graphical quality as the gameplay, or if the cutscene was real time a la RE4(Gamecube/Wii) or MGS4(almost all cutscenes, a few are movies).

Developers have been using tricks to get better looking cutscenes and passing them off as a measurement of the game's graphical prowess for a long time now. When the game engine isn't worried about player inputs or processing complex AI, it has a lot more power to make a game look nicer. RE4 is a perfect example of this, the Leon character model you play with in game is around ~5000 polygons, while the cutscene model is ~7000 polygons. But the cutscenes are being generated in real time, as noted by character costume changes when playing through a second time.

At the start of this generation the pre-rendered in engine idea started to gather momentum and quite a few games use it now. Gears of War was the most disappointing to find out that it faked quite a few of it's most impressive cutscenes bu doing an ingenine pre-render using in game assets. It's a cheat in my opinion and one that doesn't matter in the slightest, but it still irritates me for reasons I can't explain.

If Bungie had pre-rendered Halo 2's cutscenes we wouldn't have been subjected to all that texture pop-in.

EDIT: I'm too tired to be typing right now, that post is a mess. But I think people will get what I'm trying to say. Maybe... I'll retype it tomorrow.
 
deepbrown said:
Basically I guess it's just higher res shadows...BUT they're engine has improved a lot, so who knows.

In Uncharted 1 lighting was tweaked a bit too.

Patrick: The characters in Uncharted are some of the most impressive video game models to date. They look even more impressive up close in the cutscenes. Are the in-game models any different from the cutscene models?

Richard: Thanks! Nope, the in game models are the exact same models that are used in the cutscenes. They also use the exact same textures. There really is no difference between them at all.

The only difference between the cutscenes and in game is a little higher quality lighting and shadowing
. Hopefully not too noticeably different. We really wanted to keep the players immersed as much as possible. This meant using the same assets across the board.

http://www.ripten.com/2008/01/17/ri...iew-part-1-background-and-character-creation/
 
epmode said:
Nope. But some MGS4 fans would disagree. Loading...Loading...Loading....Loading...

Anyway, I'm just surprised that just about every cutscene in the game is FMV, even stuff that wouldn't be masking a load.

If you're going to do most of the cutscenes a certain way you might as well do all of them like that. I'm surprised more devs don't use this technique. It helps the game in the long run because it eliminates or greatly reduces load times while still keeping a visual consistency with the gameplay.
 
SolidSnakex said:
http://www.ripten.com/2008/01/16/ripten’s-uncharted-interview-tease-“the-machine-is-a-beast”/

So they could run the cutscenes without recording them, but do you think the trade off of having load times just so you can say "Hey those are completely real time!" would be worth it?
Hmm, I'm sure they could have pulled off most of the cutscenes in realtime, but the framerate would have been inferior. That's really the main issue, I think. Uncharted had plenty of tearing and slowdown throughout and I think the extra effects during the cutscenes would have pushed things over the edge.

Nope. But some MGS4 fans would disagree. Loading...Loading...Loading....Loading...
Eh, I think the loading there was more a result of their inability to handle any sort of real data streaming. They seemed to be approaching things in a more old school fashion (like the Source engine) by simply loading most of the data needed for a scene into memory. I don't recall ever seeing any texture pop-in, which would also support that theory.

I don't believe that ND was covering up load screens with the cutscenes in Uncharted at all nor do I believe videos would have solved the loading issues with MGS4.
 
deepbrown said:
I have read the interview, a lot of those questions were provided by myself and other Neogaf folks.

Lighting/shadows....same thing.

Sometimes i think you and patsu are the same people.
 
deepbrown said:
lol why? Patsu is cool...we're friends on B3d..

Dunno, you both like going around asking question's and stuff. And both of you know that the new Jak game was PSP only. I was tempted to ask that question to you on N4G when you offered lulz.
 
This argument seems, pointless, can't people just be happy that we are getting a sequel to a really good game. Yes that cutscene looks really nice, and I honestly don't see any reason why what we saw can't be real time. MGS4 proved that the PS3 is a workhorse, "loading.. loading... loading" aside. I think we are going to be floored by this game when it comes out. The veritable hate-on that erupts on GAF when trailers comes out for new games is flat out ulcer inducing at times. Its as though some people on here want nothing more than to throw a game under the bus now just so they can say I told you so later
 
Fizzle said:
Dunno, you both like going around asking question's and stuff. And both of you know that the new Jak game was PSP only. I was tempted to ask that question to you on N4G when you offered lulz.
I know absolutely nothing. I'm a big fat fake.
 
dark10x said:
Hmm, I'm sure they could have pulled off most of the cutscenes in realtime, but the framerate would have been inferior. That's really the main issue, I think. Uncharted had plenty of tearing and slowdown throughout and I think the extra effects during the cutscenes would have pushed things over the edge.
This makes sense, thanks.
 
dark10x said:
Hmm, I'm sure they could have pulled off most of the cutscenes in realtime, but the framerate would have been inferior. That's really the main issue, I think. Uncharted had plenty of tearing and slowdown throughout and I think the extra effects during the cutscenes would have pushed things over the edge.


Eh, I think the loading there was more a result of their inability to handle any sort of real data streaming. They seemed to be approaching things in a more old school fashion (like the Source engine) by simply loading most of the data needed for a scene into memory. I don't recall ever seeing any texture pop-in, which would also support that theory.

I don't believe that ND was covering up load screens with the cutscenes in Uncharted at all nor do I believe videos would have solved the loading issues with MGS4.
Framerate should be better this time, and I bet they can get more on screen too.
 
CGI or real time, it doesnt care.
The game is gonna be fun as hell ,thats the important thing. :D

Bring back Elena please
(Best videogame female partener ever)
 
epmode said:
Please. They do FMV with in-game assets which pretty much amounts to the same thing.

And yeah, I know it's sometimes done to mask load times. But there are plenty of scenes that could have been realtime but weren't (the bridge, for instance).
It can't be the same thing as they actually run those in real time on their devkits, and record them into a video. I suppose noone can provide a solid proof of this, other than going by what they say, but is it that big of deal when their cutscenes really didn't look that much better than the gameplay graphics at all? A bit better lighting and shadows (still very clearly realtime engine stuff), and that was it basically. Few short cutscenes in the first game were indeed done fully realtime btw. You can tell because your changed character skin doesn't go back to default in them. The reason why the scene like a bridge etc was still a video is that despite it could have been using the assets that have been already loaded, you still have to start loading animation data, voice tracks, and then back to music and whatnot when the game starts. It's still significant memory management I'd think, and not worth it even if it just takes a few seconds of loading to go into the animation and back from it (the way they had it it was literally split second)

Fizzle said:
I remember the character models look pretty awful tbh. Now it's one of the best.
Not sure what you mean, from what I can tell, his character model looks about the same as in the first game.

dark10x said:
I don't believe that ND was covering up load screens with the cutscenes in Uncharted at all
I'm pretty sure that was at least part of the reason, although stable framerate is a reason as well. Even if it cut down black screen fade loading down from a 3-4 seconds to 1 second (and there has to be *something* that has to be loaded extra for a cutscene to play no matter how much streaming there is) I think anyone who's practical, and not just a tech-head show-off, would decide it's worth it.
 
No45 said:
Dead Space and Bioshock were no weaker (In fact probably far far stronger) for the lack of multiplayer.
I tried to get my friend to get Bioshock because of the recent deal on it and he didn't want to because the game had no multiplayer.
 
Fersis said:
Bring back Elena please
(Best videogame female partener ever)

Agreed, on the overall she did fall into the classic damsel in distress archetype until more or less the end of the game. I never felt compelled to put a bullet into her like I constantly did with Ashley in RE4.

And slightly off topic, the voice of Nathan Drake voicing the Prince in PoP is a thumbs up in my book
 
Ethereal said:
Agreed, on the overall she did fall into the classic damsel in distress archetype until more or less the end of the game. I never felt compelled to put a bullet into her like I constantly did with Ashley in RE4.

SHUT UP LEON!!

*goes back in trash can*
 
Who cares if the cutscenes aren't being rendered in real-time? It gets rid of load times AND it isn't a noticeable jump in quality. If we were going from PS2 level graphics to perfectly rendered CGI cutscenes then THAT would be a bad thing. But it's all kept in scope of the engine and it's a smooth transition that doesn't make you think, "hmm... that looks WAY better than what I was just playing."
 
Uncharted's cutscenes weren't really pre-rendered to cover load times, mainly because you could skip them right at the beginning and start playing immediately, with some texture loading to be seen (I think you'd see it even if you watched the whole cutscene though). In fact, I believe the only or at least the main reason they did it was shadow quality. They couldn't have high-res smooth shadows and given that there are lots of close-ups, picture quality in the characters would have been crap with lots of flickery shadows. Now, since they were gonna pre-render them, why not use somewhat better lighting... so they did that too.

I'll take this real-time claim with a grain of salt. I'd believe Richard Diamant, he knows what he's talking about. I just don't know if this site a) asked the question correctly, b) interpreted his answer correctly, c) or actually asked him the question (conspiracy mode but it's likely they did ask him, I think he posts at b3d for example, not sure about here, so it isn't too hard to get a hold of him).

Oh and btw, I'm not sure exactly what the problem is with high-res shadows, if it's just lack of memory or if there are alternate solutions that give equal results but require more processing power which isn't available. Still, if they could have rendered it in real-time with those shadows in the first game, they would. I actually hope they're doing it this time. It would be a good sign for future games.
 
FirewalkR said:
Uncharted's cutscenes weren't really pre-rendered to cover load times, mainly because you could skip them right at the beginning and start playing immediately, with some texture loading to be seen (I think you'd see it even if you watched the whole cutscene though). In fact, I believe the only or at least the main reason they did it was shadow quality. They couldn't have high-res smooth shadows and given that there are lots of close-ups, picture quality in the characters would have been crap with lots of flickery shadows. Now, since they were gonna pre-render them, why not use somewhat better lighting... so they did that too.
To be fair, the game itself had some of the most impressively stable and high res shadows I've seen in any game period. Keep in mind, that while the load times are indeed not there for gameplay even if you skip the cutscene, that is precisely because they didn't have to store any extra assets for the cutscene in the memory, so they could dedicate all the memory to the level streaming all the time.
 
Lord Error said:
To be fair, the game itself had some of the most impressively stable and high res shadows I've seen in any game period. Keep in mind, that while the load times are indeed not there for gameplay even if you skip the cutscene, that is precisely because they didn't have to store any extra assets for the cutscene in the memory, so they could dedicate all the memory to the level streaming all the time.

I was gonna talk about that hypothesis too but I wondered if the cutscenes really had that many assets that it could break the level streaming. They have the specific animations, all pre-calculated I presume, and possibly some more geometry around. Perhaps it had to do with this too, and that was the reason I said shadows were "the only or at least the main reason". :)

Still, I (edit: think I) clearly remember seeing the cutscenes a short while before the game was released and the shadows were really really bad in the close-ups. I think it was kind of a last minute decision to go fmv. And if it was, it was the right decision.

As for in-game, shadows are very very good of course.

Edit: "I clearly remember" but for the life of me I can't find a version of a cutscene with low-res shadows. Oh well.
 
I know its just the teaser trailer... but couldn't ND give the poor guy some new clothes? Or at least a jacket. :lol :lol

Also, poor Nathan, bleeding like that. :(
 
Dizzle24 said:
I know its just the teaser trailer... but couldn't ND give the poor guy some new clothes? Or at least a jacket. :lol :lol

Also, poor Nathan, bleeding like that. :(

He's like Indy with the leather coat, hat, and whip. Except his is jeans and that same shirt, always half-tucked. :D
 
Dizzle24 said:
I know its just the teaser trailer... but couldn't ND give the poor guy some new clothes? Or at least a jacket. :lol :lol

Also, poor Nathan, bleeding like that. :(


I am pretty sure he did not paln on being out their with no coat :lol
 
05fig06.gif


RIP :(

I guess it was too daunting to make a sequel to the greatest adventure games previous gen.
 
Dizzle24 said:
I know its just the teaser trailer... but couldn't ND give the poor guy some new clothes? Or at least a jacket. :lol :lol

Also, poor Nathan, bleeding like that. :(

Loudninja said:
I am pretty sure he did not paln on being out their with no coat :lol


Exactly its snowing and its cold. He needs a jacket.

Edit: Added the quotes.
 
FirewalkR said:
I was gonna talk about that hypothesis too but I wondered if the cutscenes really had that many assets that it could break the level streaming. They have the specific animations, all pre-calculated I presume, and possibly some more geometry around. Perhaps it had to do with this too, and that was the reason I said shadows were "the only or at least the main reason". :)

Still, I (edit: think I) clearly remember seeing the cutscenes a short while before the game was released and the shadows were really really bad in the close-ups. I think it was kind of a last minute decision to go fmv. And if it was, it was the right decision.

As for in-game, shadows are very very good of course.

Edit: "I clearly remember" but for the life of me I can't find a version of a cutscene with low-res shadows. Oh well.

The scene in the U-boat where Drake finds the dead captain has some pretty shitty shadows on the chart on the wall. This video isn't great quality but you at about 1:05 you can see. I'm no tech guy but that stood out to me considering how close up it is. I can't recall anything else glaringly obvious (and the underground sections near the beginnning are still jawdropping).
 
andycapps said:
He's like Indy with the leather coat, hat, and whip. Except his is jeans and that same shirt, always half-tucked. :D


Man I was watching kingdom of the crystal skull and I was like man, you know what nate needs in uncharted? A fucking whip! prolly wouldnt wear a hat cos of the nice hair but he needs a whip!
 
Speaking of Jak - I just bought it.

I never played the game and heard great things about it, and after Uncharted I adore Naughty Dog.
I added Sly 1 and The Darkness to the deal (60$ with shipping) and can't wait to enjoy all this awesome.
 
For people that have played the game I think the only thing that should matter is:

When the cut scenes are playing the game looks phenomenal when they aren't the game
looks just as incredible. You guys need to stop worrying.
 
BruceLeeRoy said:
For people that have played the game I think the only thing that should matter is:

When the cut scenes are playing the game looks phenomenal when they aren't the game
looks just as incredible. You guys need to stop worrying.
Yeah, I can't believe people are worrying about the graphics of a sequel to UNCHARTED of all games. The first game is still incredibly beautiful. Even if they were identical I would be extremely pleased.
 
Rich knows what he's saying. He's also looking over my shoulder with a gun to clock me if I don't say otherwise.

Kidding.

It's from in-engine. Same models between cutscenes and gameplay.
 
arne said:
Rich knows what he's saying. He's also looking over my shoulder with a gun to clock me if I don't say otherwise.

Kidding.

It's from in-engine. Same models between cutscenes and gameplay.

;D
 
Menaged said:
Speaking of Jak - I just bought it.

I never played the game and heard great things about it, and after Uncharted I adore Naughty Dog.
I added Sly 1 and The Darkness to the deal (60$ with shipping) and can't wait to enjoy all this awesome.

You will love Sly. And if you get a pang for more, jump to Sly 3. Sly 3 is a like a remake of Sly 2 in which they fix the issues. But 1 is the classic original.

The Darkness was pretty good, I liked the story a lot and the "weapons".

And Jak is a great franchise, better than Ratchet in some respects.
 
Top Bottom