djskribbles
Legend
Nice, let me know. The enemy AI is one of the strengths of the original Uncharted. Kinda expect them to carry over to co-op.
the image quality is quite flawless
Really?
All i noticed from AI in Uncharted 1 was:
1 set of enemies are coded to stay behind some designated cover spot.
2nd set will charge you and sometimes randomly take cover.
Imo,neither was particularly impressive for anybody that has played a couple decent shooters over the years. Dont get me wrong, it wasn't bad, but it certainly wasn't anything exceptional.
Clean Edges,No Tearing all with good framerates & nice use of effects.
Those screens say no AA though.Clean Edges,No Tearing all with good framerates & nice use of effects.
I took these pictures
http://i28.tinypic.com/3136dea.jpg
http://i30.tinypic.com/2ev90l4.jpg
http://i32.tinypic.com/sgnx2d.jpg
http://i28.tinypic.com/2rmlfg6.jpg
http://i26.tinypic.com/ws7nva.jpg
http://i32.tinypic.com/essv0j.jpg
http://i25.tinypic.com/69oyg8.jpg
http://i26.tinypic.com/2iizmno.jpg
http://i31.tinypic.com/wsp7w6.jpg
http://i26.tinypic.com/10d7fb7.jpg
Those screens say no AA though.
Ah I see, I just thought the greenscreen function might yield something greater, but yeah if they can include something like KZ2's offline mode with that function in then it'll be seriously fun.In the online MP beta there's only the replay mode - this is not actually the machinima function. I have no idea what kind of limitations there are, but I thought the video was fairly clear with that anyway?
Do games even support offline LAN these days? Does Uncharted 2?
No, it's 2x still. They just have the usual issues with post-processing effects/alpha/lighting.
What are those issues?
I like the MP for the simple fact that it makes such nice use of space, in that you can climb everywhere, kick people off when they climb to your platform, throw people down when you climb up to them, shoot while you're climbing (though only pistol), and have some varied and fun melee options in regular hand-to-hand as well. There is much more to it, but this is the largest contributing factor that makes it so much fun for me.
Example: Resolving a 2xAA buffer, but the post-processing effects or alpha buffers or lighting accumulation buffers aren't 2x to save on memory and performance (who knows how they've actually set it up). Any of these done post-resolve (i.e. post-process blend) will over-write the MSAA'd edges.What are those issues?
Example: Resolving a 2xAA buffer, but the post-processing effects or alpha buffers or lighting accumulation buffers aren't 2x to save on memory and performance (who knows how they've actually set it up). Any of these done post-resolve (i.e. post-process blend) will over-write the MSAA'd edges.
Looks like they're using depth of field there.
Looks like they're using depth of field there.