[PS3] Uncharted 2

Any ND devs here ?.. I'd like to know the exact location of Istanbul part of the game... And also luv to see some screenshots of Istanbul part if possible :] ...
 
Pointless platform versus noise is not wanted on this board, so please, nobody else post the Uncharted 2 PR here!
 
Pointless platform versus noise is not wanted on this board, so please, nobody else post the Uncharted 2 PR here!

Chris does say a lot of interesting stuff about the game though and their engine. Just because of the stupid first sentence, doesn't mean it's irrelevant. Sometimes I think B3D completely misses the point that this is a forum to talk about games not a Nazi concentration camp.
 
Chris does say a lot of interesting stuff about the game though and their engine. Just because of the stupid first sentence, doesn't mean it's irrelevant. Sometimes I think B3D completely misses the point that this is a forum to talk about games not a Nazi concentration camp.

Ha ha ha, this post is funny on several levels.
 
The article is actually interesting though. I thinkt it should be fairly easy to summarize the 'technical' info though, without also copying any inflammatory information, and then keep the discussion civil, level headed, and single platform.

The article mentions:

- game maxes out one layer on the BD, meaning 25GB. We knew this as they mentioned earlier that they decided to work hard to keep the game within the 25GB border in order to greatly speed up getting test discs of their daily builds to testers (probably combination of time it takes to burn a SL vs DL disc, amount of burners available capable of SL vs DL, and of course the amount of data)

- game uses high-quality DoF fully powered by the SPE

- game requires no HDD install (though of course needs some HDD space for caching)

- game can be played start to finish without a single loading-screen being visible, thanks to using a combination of HDD caching and BD reads. No mention if that includes FMV masking of load-screens at any point by the way, like last time.

- there are multiple post-processing effects using SPE (only DoF mentioned though)

- they improved the lighting by using SPEs (in tandem with the RSX ... is this the kind of raytracing additional work that most devs seem to be working?)

- they have advanced, occlusion based sound processing (presumably a kind of primitive sound-wave tracing similar to ray-tracing? it's like when your cat walks in front of one of your speakers).

- they improved the AI to get more non-player characters on screen (friend and foe)

- the game is 9 days from submission

- ND have a separate technology team that works on tech independently from the game and shares this with other 1st and third parties. This includes tech from Uncharted 2.

- third parties are welcome to and regularly do visit NDs offices to discuss tech, for which they've allotted additional time after this project is finished (which should be in nine days as mentioned above)
 
Chris does say a lot of interesting stuff about the game though and their engine...
And if someone wants to quote game relevant points without igniting the fanboy flames, by all means do. However, posting a 'XB360 can't do this' post is never going to go down well, especially not a game discussion thread.
 
Yes. They've apparently paid ArsTechnica a nice sum for their recent article. ;)

I found it ! Ha ha, certainly sounds like Ars buttering up NaughtyDog as opposed to their usual inquisitive self. They need to poke deeper.

Arwin said:

They should follow Insomniac and summarize some of their findings in slides. Their Cell helping RSX description is too vague. Would be great if they can reveal more.

EDIT:
Chris does say a lot of interesting stuff about the game though and their engine. Just because of the stupid first sentence, doesn't mean it's irrelevant. Sometimes I think B3D completely misses the point that this is a forum to talk about games not a Nazi concentration camp.

Personally, I'd rather people have fireworks and then find a common understanding. But I don't mind the moderation to cut down noise either. I am more disappointed at some of the non-response, say... when talking about MIDI/audio and games. I think there are many interesting development there too, Rockband Nation + XNA + 360, Guitar Hero + incomplete MIDI support, Sony R&D pushing MIDI, etc. I suspect we will see much more of music with the new controllers too.
 
And if someone wants to quote game relevant points without igniting the fanboy flames, by all means do. However, posting a 'XB360 can't do this' post is never going to go down well, especially not a game discussion thread.

Agreed...I just thought you banned that whole article :/
 
I'm kind of curious to know how they do post processing on the SPU. I'm sure this is answered somewhere. Pardon my weak understanding of the graphics pipeline, but post-processing is done after rasterization, correct? Wouldn't that mean copying data back and forth from VRAM to main memory, since them segmented?
 
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