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Uncharted 3 - E3 2011 Gameplay and Trailer

JaseC said:
Shouldn't be hard to provide a source, then? Perhaps per-pixel motion blur wasn't removed from Killzone 3 entirely (I haven't played it since release, so my memory is a little fuzzy), and if so it was definitely less pronounced than in Killzone 2 and as such likely uses less samples.

It is still in, just much less noticable.

See the hands:

http://i.imgur.com/EUuYh.jpg
 
badcrumble said:
You DID see the new melee instakill where you plant one of your grenades on an enemy, right? We've also seen a new stealth melee kill in earlier trailers where you can leap down on an enemy from above.

Ha. I made sure to include the word "stealth" in there, so, yes - I totally did see that shit and it was awesome. How could anyone NOT see it? Also, it seems to me as if Drake merely pulled the pin on a grenade already attached to the enemy's bandolier, which makes it even cooler.
 
mickcenary said:
Ha. I made sure to include the word "stealth" in there, so, yes - I totally did see that shit and it was awesome. How could anyone NOT see it? Also, it seems to me as if Drake merely pulled the pin on a grenade already attached to the enemy's bandolier, which makes it even cooler.
That would be cooler, but I think planting one of your own grenades would be a lot more balanced.
 
Lord Error said:
It was 2xMSAA in UC2, and it looks like it still is. I can't swear but I think the cutscene released earlier was using MLAA, but now it looks like they switched back to 2xMSAA. Is the game seriously CPU bound? That'd be the first.


No, it absolutely doesn't. You're thinking of Quincunx.
Nope, Arne confirmed the trailers were supersampled 1080p trailers downscaled to 720p. The amazing IQ should have made that obvious.
 
From this picture, you can see that they're using *something*

uc3e320112mrtr.png


And that something can do AA even around harshly lit areas, like around his fingers/arms etc, which they were never able to do using 2xMSAA in previous two games (as clearly evidenced by Jett's screen above).

So perhaps it is MLAA after all. To me this looks better than what they had before, and in the direct feed video jaggies never bothered me.

Mr_Brit said:
Nope, Arne confirmed the trailers were supersampled 1080p trailers downscaled to 720p. The amazing IQ should have made that obvious.
The first trailer was. The one that showcases villain was direct buffer 720p, and it did look like it used MLAA.
 
Mr_Brit said:
Nope, Arne confirmed the trailers were supersampled 1080p trailers downscaled to 720p. The amazing IQ should have made that obvious.

I'm not sure, but I think that only did that in debut trailer (VGA trailer).

Beaten
 
A bullshot vs. in-game comparison, just for the lulz:

uc3e3201180kro.jpg

LEGc5.png


uc3e320114tjie.jpg

4q9Pg.jpg


I think the IQ looks great all things considered.
 
^^ WOW, supersampled shot doesn't look that much better, especially if you take into account that gameplay screen suffers from terrible video compression *and* is recompressed using imgur.

pixelbox said:
It does as well because it's a post process effect. Literally a filter over the frame, it's just that whatever Sony is using doesn't effect or appears to not effect it.
MLAA uses edge detection pass first, then works only on those detected edges. Sony's implementation is better than any of its kind, true, but not for that reason.

JaseC said:
IBoth sequels lost the per-object motion blur present in their predecessors, for example (actually, Kz2 may have sported per-pixel motion blur if memory serves).
LBP2 still has object motion blur, it just looks different, and perhaps not as good when analyzed in still shots. In motion however, the effect looks pretty much the same.

KZ3 either has this very reduced or removed completely. Although, I'm almost 100% sure effects kicks in stronger during the more cinematic moments like melee kills etc. I think they did that because so many people complained about it with KZ2, and we all know GG are a bit reactionist.
 
Lord Error said:
From this picture, you can see that they're using *something*

http://www.abload.de/img/uc3e320112mrtr.png[img]

And that something can do AA even around harshly lit areas, like around his fingers/arms etc, which they were never able to do using 2xMSAA in previous two games (as clearly evidenced by Jett's screen above).

So perhaps it is MLAA after all. To me this looks better than what they had before, and in the direct feed video jaggies never bothered me.
[/QUOTE]


Most interesting in that shot is the shadow tech, the shadow of the grate that's being cast from above is correctly softer than the others, while objects closer to their shadow have them better defined. Combined with the slick lighting it looks very good.
 
jett said:
A bullshot vs. in-game comparison, just for the lulz:

http://h5.abload.de/img/uc3e3201180kro.jpg
[IMG]http://i.imgur.com/LEGc5.png

[IMG]http://h5.abload.de/img/uc3e320114tjie.jpg
[IMG]http://i.imgur.com/4q9Pg.jpg

I think the IQ looks great all things considered.[/QUOTE]


The only difference is that you are using imgur.com which compresses images.
And a bit of Aliasing and texture detail.
 
Here is what DigitalFoundry has to say about AA in Uncharted 3:

DigitalFoundry said:
The 2x multisampling anti-aliasing (MSAA) of the older game - something of a drain on RSX resources - appears to have been given the boot. Our initial thought was that MLAA has been introduced instead, but a look at the multiplayer demo later in the show suggested that while there were some sub-pixel artifacts typical of MLAA, the overall effect wasn't quite the same - perhaps Naughty Dog is using its own custom edge detect and blur solution.
 
Kyaw said:
The only difference is that you are using imgur.com which compresses images.
And a bit of Aliasing and texture detail.

They're already compressed, they're caps from a compressed video. :P Difference between my PNG pictures and the imgur output is minimal. You can also see in the holdup screen that fake DOF has been added to the press pictures, but stuff like that is par for the course. The comparison was primarily used to take a look at the image quality of the game.
 
Mr_Brit said:
Here is what DigitalFoundry has to say about AA in Uncharted 3:
Interesting, but maybe inconsequential, because they could be using different (worse) solution for multiplayer. Also, MLAA can be tweaked so maybe they tweaked it different to better suit their visual direction. I think it works great for them, whatever they're using, you can see how good it is in SP direct feed video.

NBtoaster said:
Most interesting in that shot is the shadow tech, the shadow of the grate that's being cast from above is correctly softer than the others, while objects closer to their shadow have them better defined. Combined with the slick lighting it looks very good.
True, it looks like they have some cascaded shadowmap solution in place, and best of all it doesn't look blocky at all.

BeeDog said:
Based on their E3 showings, both look pretty damn similar, with poly-starved environments and some good motion blur. I believe it'll be more of a battle between art styles than between tech this time around.
UC3 has dynamic animation and water (probably sand too) tech that sets it apart from anything I can think of. They also seem to have some kind of special GI lighting solution for desert scenes which looks very impressive.
 
So any Uncharted 2 vets want to comment about the game? Sever lack of vet impressions here.

What did you think about the health?
Recoil?
General feel of the game?
Map quality?
 
Los Angeles Times article about preparing the E3 demo and the trailer:

http://www.latimes.com/entertainment/news/la-et-games-uncharted-20110607,0,213967.story

Of all things there, something odd caught my attention:

Lead tester Trevor Stevens spent several minutes blowing up his character repeatedly to spell-check the "game over" messages that flash when Drake dies.
Why would they have something like this when it first two games it was just a fade out / fade in to the beginning of the scene? I thought the whole idea about simple fadeout was to not drill it in that the character just 'died', but to rather wave that away.
 
Mikey Jr. said:
So any Uncharted 2 vets want to comment about the game? Sever lack of vet impressions here.

What did you think about the health?
Recoil?
General feel of the game?
Map quality?
AFAIK, none of the UC2 multiplayer regulars are are E3. Otherwise, you probably would have already heard.

Anihawk had a brief impression in Post #503 though.
 
Lord Error said:
Los Angeles Times article about preparing the E3 demo and the trailer:

http://www.latimes.com/entertainment/news/la-et-games-uncharted-20110607,0,213967.story

Of all things there, something odd caught my attention:


Why would they have something like this when it first two games it was just a fade out / fade in to the beginning of the scene? I thought the whole idea about simple fadeout was to not drill it in that the character just 'died', but to rather wave that away.
Maybe (hopefully) it's just for E3? Like.. if you die, you get a game over screen, game goes back to main menu and next person plays? Oh wait... no SP at E3, huh? Damn. Behind closed doors?
 
Santa Monica's MLAA solution was one of the last things they implemented IIRC. It looked kinda jaggy 6 months before

I'm sure UC3 will be cleaner at release
 
This game looks so fantastic and I'm so glad my fiancee just said, "I can't wait to watch you play that" while they were showing it on G4.
 
NBtoaster said:
It is still in, just much less noticable.

See the hands:

http://i.imgur.com/EUuYh.jpg

Ah, I see. Thought as much.

Lord Error said:
LBP2 still has object motion blur, it just looks different, and perhaps not as good when analyzed in still shots. In motion however, the effect looks pretty much the same.

Right. I haven't played much of the final game, I'll admit, so perhaps it was just lacking in the beta.

KZ3 either has this very reduced or removed completely. Although, I'm almost 100% sure effects kicks in stronger during the more cinematic moments like melee kills etc. I think they did that because so many people complained about it with KZ2, and we all know GG are a bit reactionist.

That's another possibility as opposed to simply reducing the amount of samples because of SPU stress.

Chuck Norris said:
Santa Monica's MLAA solution was one of the last things they implemented IIRC. It looked kinda jaggy 6 months before

Yeah, prior to that it was using 2xMSAA.
 
It's obvious ND have a custom edge filter in place...whether it's MLAA or some other form of AA. I'm pretty sure though that what they have in place right now is probably temporary and they are waiting till they finalize everything else before they tweak the engine and perhaps alter their custom AA method.

Maybe they need to get everything in the game effect and content-wise before they will know how much overhead they have before they will focus on things like the AA algorithm.

Either way though, that direct feed footage is extremely sharp and crisp. I like that.
 
arne said:
just waded in here to say that i'm glad you guys like my mustache.

It was my vote for mustache of the show.

But Arne when are we going to see this footage I hear rumblings about with the cargo plane? The guy on the live Bombcast was amazed by it and so was Geoff Keighley. I want to be amazed too :(
 
Snipes424 said:
It was my vote for mustache of the show.

But Arne when are we going to see this footage I hear rumblings about with the cargo plane? The guy on the live Bombcast was amazed by it and so was Geoff Keighley. I want to be amazed too :(

You wan to be ruined for one of the best parts of the game?

I am on black out now apart from trailers
 
Snipes424 said:
It was my vote for mustache of the show.

But Arne when are we going to see this footage I hear rumblings about with the cargo plane? The guy on the live Bombcast was amazed by it and so was Geoff Keighley. I want to be amazed too :(
Dude, why spoil yourself of this awesome gameplay before the game comes out?

nelsonroyale said:
You wan to be ruined for one of the best parts of the game?

I am on black out now apart from trailers
Trailers are the worst at spoiling the game for you. Here's a helpful tip, avoid all footage of the game.
Personally, I'm currently on a media blackout for UC3 and I'm actually debating not playing the beta so I can go in fresh when the game comes out.
 
nelsonroyale said:
You wan to be ruined for one of the best parts of the game?

I am on black out now apart from trailers

Well I wouldn't want any story spoilers no, but for big epic sequences, I just can't help myself, I have to watch them.
 
Lord Error said:
From this picture, you can see that they're using *something*

uc3e320112mrtr.png


And that something can do AA even around harshly lit areas, like around his fingers/arms etc, which they were never able to do using 2xMSAA in previous two games (as clearly evidenced by Jett's screen above).

So perhaps it is MLAA after all. To me this looks better than what they had before, and in the direct feed video jaggies never bothered me.


The first trailer was. The one that showcases villain was direct buffer 720p, and it did look like it used MLAA.

Probably not MLAA.
 
Arne, or anyone at ND;

Can we expect a substantial layer of polish (IE better implementation of AA, different lighting, etc.) before the game ships?
 
I haven't been watching every since piece of media, but from what I gathered from the direct feed video:

-The AK kind of sounds weak right now...
-The grenade melee kill was pretty awesome. Although I'm hoping that if this makes it into multiplayer, the dying player won't be able to control their character and steer themselves in for a suicide bomb.
-Drake's movement seems a little weird? Probably just the swaying boat though.
-It's really damn hard to swim under water with freestyle. He should be using breast stroke when not on the surface.
-The lighting is great. So is the water. Both of these work really really well together in the beginning when Drake is still running around on deck, and the light hits the thin layer of water that Drake is running on.
-Did blindfire accuracy go back up?
 
NBtoaster said:
Most interesting in that shot is the shadow tech, the shadow of the grate that's being cast from above is correctly softer than the others, while objects closer to their shadow have them better defined. Combined with the slick lighting it looks very good.
Nah, it's just that one is a projected shadow (can be any shape you like, blurry or sharp) while Drake's shadow is a regular sharp shadow.
Lord Error said:
They also seem to have some kind of special GI lighting solution for desert scenes which looks very impressive.
It's called lightmapping.
 
Metroid-Squadron said:
Nah, it's just that one is a projected shadow (can be any shape you like, blurry or sharp) while Drake's shadow is a regular sharp shadow.
Not quite. If you watch the video, you can see that his shadow there is not completely sharp, like it was when the light source was closer to him earlier in the video. Well, whatever it is, it looks better and less blocky than what they had before.

It's called lightmapping.
Like static lightmap? No, it's not that at all. It looks like a single bounce GI and it makes characters appear lit from below, from the reflection of the sand. Probably a shader simulation of some kind, but it's very effective.

MoonsaultSlayer said:
Maybe (hopefully) it's just for E3? Like.. if you die, you get a game over screen, game goes back to main menu and next person plays? Oh wait... no SP at E3, huh? Damn. Behind closed doors?
Maybe, or maybe it's something like what it was in PoP:Sand of Time where it says, "Wait, no, it didn't happened that way...".
 
Cyberia said:


I remember seeing that water in the sea and thinking that they probably had the boat set up slightly off kilter to simulate the visual effect of a moving ocean, but never did I think that the ocean the boat was on would but truly simulated, or that the water sloshing back and forth in the swimming pool was real time simulated and not pre canned.

Amazing.

JaseC said:
That seems to be the case. It just seemed a little odd for Sony's premier studio not to jump on the MLAA bandwagon. We're still at least four months away from the game going gold, so there's a possibility they'll manage to squeeze in a legitimate AA method by the time the gold master is ready.

I don't know, MLAA didn't work all that well with Killzone 3. Whatever the case, I really hope that ND gets the AA stuff sorted by release, there are a lot sharp pixels and edges in the footage we've seen so far.

But under estimated Naughty Dog is a fools game.
 
Lord Error said:
Like static lightmap? No, it's not that at all. It looks like a single bounce GI and it makes characters appear lit from below, from the reflection of the sand. Probably a shader simulation of some kind, but it's very effective.
Lightmaps can simulate global illumination. Take a look at what Lightmass can do (UDK) or even Uncharted 2.
 
^It's encouraging to hear that the tech team loves tackling really hard stuff and really pushes to accomplish hard stuff with the SPUs.

After seeing how well Battlefield 3 did at E3, I hope they feel challenged to try and pull off some of the amazing things we've seen in the Frostbite 2 engine in Uncharted 3, like those awesome explosions and overall portrayal of gun fire (smoke, muzzle flash, sparks, sound) in BF3. I know the BF3 is running on high-end PC hardware so that would be a great challenge for the Naughty Dog team to try and attempt with PS3.

If Naughty Dog can do some things in third-person what DICE is doing in BF3 first-person, OMG I would lose my mind.
 
The gun sounds are one thing I hope they never really change in Uncharted. I just love the tinny sound all the guns make.
 
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