Hey, has anyone here ever played the Uncharted series?
Of course there is no true solution other than real life. But Monte Carlo rendering is most certainly considered a "control" for rendering features for games. And my point is, tricks are done because the hardware isn't powerful enough. Eventually, we'll have monte carlo real-time rendering hardware where cheats won't be so in abundance and solutions will look closer to the "control" AND run at 30FPS.
Syndicate had realtime TOD? wow, didn't know that. Alo the work that must go in making these recreation of cities must be humongous ! UNity looks good but blurry and the gfx are hidden behind the cluttered HUD.
One thing is very annoying about both Unity and Syndicate though and thats the excessive use of volumetric light for the sun. Completely kills the contrast of the image. I do not like this in Quantum Break either. Image becomes tonally flat. DIvision does it best, though.
Sure it can.It may not be as barren as those games, but it's not "filled" to the brim with geometry either in that particular shot where your car is driving fast and you are literally traversing a much larger set than the jungle scene. I think UC4's engine is capable of rendering dense geometry fine in a limited distance (i.e. meters). I don't think it will do well with an open world though where PS4 bandwidth limitations will obviously affect how much it can draw.
Syndicate had realtime TOD? wow, didn't know that. Alo the work that must go in making these recreation of cities must be humongous ! UNity looks good but blurry and the gfx are hidden behind the cluttered HUD.
One thing is very annoying about both Unity and Syndicate though and thats the excessive use of volumetric light for the sun. Completely kills the contrast of the image. I do not like this in Quantum Break either. Image becomes tonally flat. DIvision does it best, though.
Sure it can.
Final retail versions of the game
so you get seperate normal disc case in addition to the steelbook?
You might get it......I got it separate for MGSV too. It depends on the company. Killzone didn't, the disc came in the steelbook but recently games are doing this. Packing the steelbook separately. Guess it simplifies the packing process.so you get seperate normal disc case in addition to the steelbook?
They actually hide a lot behind fog, on PC you can turn it off and see how it looks
On: http://i.imgur.com/F9x13ox.jpg
Off: http://i.imgur.com/roiSk1c.jpg
Same thing for Unity
Sure it can.
http://images.gamersyde.com/image_horizon_zero_dawn-28643-3283_0008.jpg
If UC4's engine is ever optimized for an open world I don't see ND has problem one upping GG's effort. Horizon almost retains the same level of insane details found in UC4 while being open world, having dynamic TOD, weather, real time volumetric clouding and more advanced Area light for every volumetric light. Horizon to me is more technically advanced than UC4 overall. PS4's bandwidth could absolutely handle it alright.
You might get it......I got it separate for MGSV too. It depends on the company. Killzone didn't, the disc came in the steelbook but recently games are doing this. Packing the steelbook separately. Guess it simplifies the packing process.
Hyperbole. 1st screen looks no different than Tomb Raider. That 2nd screenshot already shows huge LOD in the trees/terrain. The fog is hiding a lot of lost detail. And it looks pretty much similar to Witcher 3. It does NOT imo look the same level as UC4 shots, so not a justifiable comparision.
You're kidding right? Tomb Raider's outdoor lighting is almost embarrassing in comparison, it's nowhere near rendering the same amount of dense foliage and scale. The lack of a proper PBR further blemishes its overall look. The Witcher 3 doesn't even have volumetric lighting, shadow or clouding, not to mention the beasts in TW3 utterly pale in comparison to the million poly mecha dinos roaming around in herds on top of a dense foliage laden landscape. If you're still in doubt of PS4's ability to render multi million polys per scene, Infamous SS is doing 11m per scene with high quality assets, lighting , particle and shaders no less.Hyperbole. 1st screen looks no different than Tomb Raider. That 2nd screenshot already shows huge LOD in the trees/terrain. The fog is hiding a lot of lost detail. And it looks pretty much similar to Witcher 3. It does NOT imo look the same level as UC4 shots, so not a justifiable comparision.
You're kidding right? Tomb Raider's outdoor lighting is almost embarrassing in comparison, it's nowhere near rendering the same amount of dense foliage and scale. The lack of a proper PBR further blemishes its overall look. The Witcher 3 doesn't even have volumetric lighting, shadow or clouding, not to mention the beasts in TW3 utterly pale in comparison to the million poly mecha dinos roaming around in herds on top of a dense foliage laden landscape. If you're still in doubt of PS4's ability to render multi million polys per scene, Infamous SS is doing 11m per scene with high quality assets, lighting , particle and shaders no less.
Mechanical dinosaurs breaking rocks and tree. Each new individual rocks reacting to dinosaur movement.
Very good animation and Aloy changing running animation to avoid a breaking part of a rock...
So many things it is not even a contest...
You should try Uncharted. It's pretty cool.