Mr. Domino
Regular
I also look forward to the crumbling level(s) while Drake is still in it.
I think that was the part of the E3 on stage demo when the building collapses.
I also look forward to the crumbling level(s) while Drake is still in it.
This is the first thing I noticed when I looked at that pic ; [ http://i32.tinypic.com/15p4g47.jpg ] ... :smile:Awesome screens Patsu I mean look at this http://www.1up.com/media/03/7/4/3/lg/691.jpg!
This is the first thing I noticed when I looked at that pic ; [ http://i32.tinypic.com/15p4g47.jpg ] ... :smile:
This is the first thing I noticed when I looked at that pic ; [ http://i32.tinypic.com/15p4g47.jpg ] ... :smile:
Motion blur only occurs for movements relative the viewpoint. If the camera moves along with the train at the same speed, having no motion blur on the train itself is correct.Maybe motionblur on top of selective DOF. However I find it strange that the cliffside has motionblur which would hint to the train being in movement yet the train has no motionblur unless it is just regular motionblur they use for this scene.
There's a third vertical line further to the right as well. It seems an artifact of multiple blur planes (to fake DOF) set at different distances... (or a photoshop layer issue. ).
Actually, if it's statically positioned, I expect it'd be more noticeable. The difference between blurred and less-blurred sides is pronounced, but in a static image the areas both side are similar to camoflage the interface. But when in motion, there'd be constant changes at the interface that would highlight it's presence.If the environment moves as fast as it did in the incredible looking 'on-rails' sections in Uncharted 1 then no you'll probably not see much...
The real question is, is this an on-rails section, or isn't it?
If the environment moves as fast as it did in the incredible looking 'on-rails' sections in Uncharted 1 then no you'll probably not see much (and yes, it could also definitely be a problem with the capture itself, but we'll see). Of course it would be much cooler if we could label this something like vertical DOF tearing (which it could be both in the game engine and in the capture device. )