[PS3] Uncharted 2

I saw it in 2 slightly different playthroughs. Can't wait to get my hands on it, hoping they have even more showcases like this.
 
This is the first thing I noticed when I looked at that pic ; [ http://i32.tinypic.com/15p4g47.jpg ] ... :smile:

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.

EDIT: Lol OK, the lines... seems my batvision is malfunctioning. :LOL:
 
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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.
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.
 
I noticed that strange vertical when I first saw it, thought I had found out something new...didnt knew u were talking about the same :p
 
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. :p).

edit: a fourth separation at the very end on the right. Would be neat to see it in motion...
 
Ive seen similar lines before IIRC ~10% of the time with a screenshot capture, due to the totalbuffer not getting flushed at once before capture, though a bit suss WRT not occuring over the guys body.
They also appear on other screenshots (at least one).
Im not sure if thr SSAO adds to the image as well.
 
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. :p).

It could be from using half precision floats. RSX does not like full precision floats, they slow it down somewhat so you generally avoid them on PS3 unless you absolutely 100% need them. Sometimes half floats cause artifacts, so perhaps they chose to live with them in exchange for the speed boost figuring no one would see it in motion anyways.
 
Hey, if those lines are helping to recreate a convincing look and much less pronounced in motion, then I can totally live with that. But still, some of us here are borderline detectives from CSI.
 
Well, during regular playthrough, I doubt anyone can see any fine lines. I am more interested to compare this train level with the one in KZ2.

Both have cover system. KZ2 has partially destructible covers, plus both SP and MP train levels. I'd like to see what Uncharted allows me to do there.
 
I would say this train level would offer more gameplay variety due to the free climb nature. I can just foresee the train gets stuck in the middle of a blown up bridge or some sort with its bottom half hanging over the cliff. Nate as we know it would once again monkey his way across the havoc.
 
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. ;) )
 
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...
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.

The obvious fix is to render to a slightly large portion and then feather out the edges (which is the usual way). I wouldn't be surprised if this is just a build bug.
 
True, but I don't think it's statically positioned if I remember correctly from what I've been seeing when turning the camera at varying speeds. And the on rails sections had a lot of camera movement as well as character based movement.
 
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. ;) )

Hmm... chase scene a la MGS 4 Act 3 and Uncharted jungle would be on-rail.

The KZ2 train level has tons of post processing. I can't remember whether there were dynamic lights (and how many), but overall a lot was going on.

If the U2 train level is on-rail, we will see some sort of turret above the train. That russian tank looks too low. From the screenshot, it has foliage like the U1 jungle chase. I certainly hope that's not all to the level. :)
 
Good stuff ! The game seems to continue the semi on-rails tradition, but what the hell, still good for some adrenaline pump.

However, what the vid confirms to me (sadly) is that the cutscenes are touched up & pre-rendered just like in the first one (when the devs were actually saying they run in realtime this time around). Not that i'm surprised, i stoped actually believing devs quite some time ago ;)

Day one purchase for me, just like the first !
 
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