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I agree the setpieces are extremely complex and very interesting in Uncharted 4. Even if they are by and large scripted, I find them highly impressive as well, there is lots of continuous and sometimes very rapid change in the environments in those kind of scenes![]()
The explosion of the grenade is reflected in the ground as SSR, similar to Killzone Shadowfall.
The other extra sparks are not though. But it is still a nice effect![]()
Yes interesting comparison too, it has been a really long time since I have played Infamous SS... I have not yet finished it, but I do remember lots of SSR in that game too, as well as nice particles. I assume the smoke powers being so prominent, it makes lots of sense to have them be interactive directlySome of those sparks does reflect. But not all. Perhaps to save ressources.
I remember Second Son where some GPU particles had collosion enabled, but just a few (the most fell through the floor).
Some of those sparks does reflect. But not all. Perhaps to save ressources.
I remember Second Son where some GPU particles had collosion enabled, but just a few (the most fell through the floor).
It's complicated. Generally temporal reprojection, resolve, and spatial stuff (like SMAA1x) itself is done in screen-space, but the information that these things have to work with and the quality of the results is heavily dependent on the scene makeup and in some cases things that are done per-object.Someone correct me if I'm wrong, but I don't think realtime AA works on a per object basis. I'd imagine AA performance is independent of scene complexity and more dependent on resolution since it's done in screenspace.
They might be getting rendered in different ways. One of the challenges with SSR is that it relies on the depth buffer, and transparencies don't like depth buffers.Some of those sparks does reflect. But not all. Perhaps to save ressources.
Oh sixth-gen games, why are you still so awesome...I remember Second Son where some GPU particles had collosion enabled, but just a few (the most fell through the floor).
Still my favourite Halo game! Great PC version, and with OpenSauce 4.0 you can have nice SMAA and FOV adjustmentsOh sixth-gen games, why are you still so awesome...
It's a great PC version in that it's included functionality and modability is decent enough, but visually it's a poor port. Unfortunately it's also been used as the basis of every version since, without fixes.Great PC version
Ah I didn't know that, I don't own the original Halo. Something I want to buy when I get a 360 againIt's a great PC version in that it's included functionality and modability is decent enough, but visually it's a poor port. Unfortunately it's also been used as the basis of every version since, without fixes.
They might be getting rendered in different ways. One of the challenges with SSR is that it relies on the depth buffer, and transparencies don't like depth buffers.
The typical quirk would be that if a transparency is in front of a wall in screen-space, naive SSR would reflect it as if it were a texture painted on the wall.
edit: Kind of like this:
![]()
Oh sixth-gen games, why are you still so awesome...
Some things spawn large numbers of huge full-res transparent layers, some things spawn very large reasonably-persistent decals, the game uses very large high-quality light sources, you can create a couple hundred simultaneous colliding particles with a single weapon... load varies, to say the least. It's spiky on original Xbox as well.I do remember though... it was very intense on GPUs at the time, I don't know the first GPU I was playing it on, but it had a lot of trouble running it smoothly, even my very long time ago ATI 9800 XT didn't like it very much![]()
I know.These are not GPU particles.
What's peculiar about these cases is that screen-space particle collision *should* allow for collision with any opaque surfaces, but this functionality is frequently stripped out by the time a game launches.I know that every CPU particle in Crysis 1 could collide on both, static and moving objects. But Second son used screen space GPU particles to save ressources.
I didn't claim it was, I was speaking to particle systems in general. (The video I posted also isn't SSR, obviously.)And if it is very easy so find reflection with GPU partciles.
It's definitely there, but a lot of reflective surfaces don't employ it, probably for both image stability and performance reasons.I don't believe Uncharted 4 employs SSR very much, if at all. I didn't notice it personally while playing at least, unless there were reflections that were SSR that I did not recognize.
I edited my post to read "capsule occlusion", as "AO" is perhaps a reductive description.Capsule AO (ambient occlusion?)
Maybe. It would be possible to use capsules to approximate a car, but it's debatable whether there's much point in bothering, at least as far as reflections are concerned. Cameras in racing games are relatively SSR-friendly. They stay pretty level so the horizon isn't constantly bobbing in and out of view, and cars that need to occlude light or be reflected also tend to be on-screen.But I bet that is harder to make a reflection of a sharper edge that we find on cars compared to soft body characters? Maybe, little bit of guesstimation from me?![]()
The chase scene in Uncharted 4 is a step higher
And there is nothing like that in Doom![]()
100s of players? Which NBA are you watching?Are you guys seriously comparing the hero character in UC4 to characters in a sports game that features like hundreds of players??
They don't actually create all those faces individually from scratch. All NBA games use head-scanning technology. They also invest particularly more attention to star players and popular players, which is like 50 players max.I'm talking about the assets. UC4 has like 6 talking leads and lots of henchmen, NBA has hundreds of players. Do the math.