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What is it about Naughty Dog games that unleashes hysteria over visuals.Throw a hand grenade into the mix and watch the chaos ensue. Just like Uncharted!
What is it about Naughty Dog games that unleashes hysteria over visuals.Throw a hand grenade into the mix and watch the chaos ensue. Just like Uncharted!
ND employs some of the best and brightest of the industry no doubt. They've certainly earned their reputation. And I think when it comes down to it, most of us looking in (to the game industry) from the outside have this belief that perhaps they are the only studio that has the talent capable of creating these graphics when in realityWhat is it about Naughty Dog games that unleashes hysteria over visuals.
ND employs some of the best and brightest of the industry no doubt. They've certainly earned their reputation. And I think when it comes down to it, most of us looking in (to the game industry) from the outside have this belief that perhaps they are the only studio that has the talent capable of creating these graphics when in reality
a) the answer is always a lot more complex than that
b) there are always talented people, both up and coming, or already well established that can compete with ND, and some people have an easier time accepting the general answer as opposed to looking at the overall picture of things.
It's clear they've got amazing talent there, but they've also got the best support I've seen among all studios. That's like giving your star athlete who is already among the best always having access to the best equipment whereas everyone else that has less funding doesn't get access to that special tier of gear. That's how I look at it at least.
In my opinion, ND deserves both a ton of praise and respect for their work and in such it's discouraging for me to see posts that just write off their efforts, but equally so it's discouraging to see defenders to the same to other titles.
We have many videos and I was in the two UC4 MP beta...
But troll gonna troll.
There's nothing barren about it, Halo 5 and MGSV is the very definition of outdoor barren landscape. You can clearly see tons of vegetation, wildlife and hills across the view, not to mention all rendered with volumetric lighting fogging and shadow. Also this is the nature of the African tundra, it's not a jungle, if you think UC4's engine is incapable of rendering dense geometry then you've clearly forgotten the PSX demo.
The fact that ppl are going crazy proves the game looks stellar ! @VFX : SSS gameplay gifs are everywhere, ear and hair displaying SSS.
Embargo for previews is next week apparently. As for ND, it's a combination of talented people, a huge number of them (300+ for U4) and a strong technical team helping (ICE).
Well real-time gfx were always about tricks and never real world calculations. I know the nerd inside me will be happy if a game does actual ray tracing for light passing through materials but I see no point in games.First of all, hair doesn't have SSS -- it has a transmittance lobe. And in gameplay, UC4 doesn't use real hair like TR option on PC. Secondly, painting a weight map to the ears is a trick done all too many times in games. Look at The Order 1886 for the very same technique. That quality is horrendous and doesn't even come close to the ingame cutscenes (which have a much better approximation of SSS).
First of all, hair doesn't have SSS -- it has a transmittance lobe. And in gameplay, UC4 doesn't use real hair like TR option on PC. Secondly, painting a weight map to the ears is a trick done all too many times in games. Look at The Order 1886 for the very same technique. That quality is horrendous and doesn't even come close to the ingame cutscenes (which have a much better approximation of SSS).
The SSS shader on The Order 1886 is the most expensive shader (see multiple Ready At Dawn presentation), why use it during gameplay it is a stupid idea. Do an approximation and use the rendering budget on other things...
They have limited rendering power. They need to be clever..
What is it about Naughty Dog games that unleashes hysteria over visuals.
Err... The Order is actually using the exact same shader between cutscenes and gameplay, self shadowing and specific lighting conditions change though, I've posted this example in the accurate human rendering thread
Cutscene: http://abload.de/img/theorder_1886_2016032zkqrm.jpg
Gameplay: http://abload.de/img/theorder_1886_2016032alpp0.jpg
Could very well be tied to lod and camera distance.
Nope. I have the game and I can attest that it's not the same.
Could you post a similar example, same distance as the cutscene camera? In the appropriate thread, of course.
All these are gameplay shots
http://abload.de/img/theorder_1886_201603254qdq.jpg
http://abload.de/img/theorder_1886_20160326iqt7.jpg
http://abload.de/img/theorder_1886_20160328fpmi.jpg
http://abload.de/img/theorder_1886_2016032pjo8g.jpg
I know how SSS works and ALL the implementations in games are approximations. That's not going to get you anywhere as far as I'm concerned.
There have been SSS approximations for years now. Wolfenstein, Dying Light, Crysis 2, Ryse etc.. all have it.
If you are using painted maps to get your SSS approximation and a depth buffer, it's going to always be an approximation. Even more so during gameplay.
Being clever is great for performance, but you get what you pay for. Oftentimes, a trained eye can see where it breaks down and causes not so good looking renders.