[PS3] Uncharted 2

Wondering the same thing myself... Also, why are cutscenes *not* done in real-time?

I never understood that choice. When I discovered the cutscenes are again prerendering with the engine, I feel... rage. An absolute idiocy not to show the cutscenes in real time with that marvelous engine & just to fit the stupid bluray disc :devilish:
 
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So when do they load?
The first Uncharted did that do. They continue to stream the data of next level during previous level. So most of the cutscenes are instantly skippable.
But there are couple of exceptions.

I never understood that choice. When I discovered the cutscenes are again prerendering with the engine, I feel... rage. An absolute idiocy not to show the cutscenes in real time with that marvelous engine & just to fit the stupid bluray disc :devilish:

real time cutscenes tend to suck. A lot of them ignore weapons, almost all of them ignore pre-cutscene player position and camera which makes me "feel rage". ;)
 
Hell the cutscenes look real time to me. Assuming they're not, why didn't they crank up the resolution and AA for them?

And in answer to my question about loading, they load while you're playing? That explains the very occasional texture popping I see.

On my second playthrough now, on hard, already made it to
the monastery
. Hard is a lot harder than normal, though I know what I'm doing now so I've progressed rather quickly.
 
Because that would increase/introduce loading time.
I thought it was opposite. Running cutscenes in real-time would actually *reduce* loading time, would it not? :confused:
Because.. all the level data, characters, lighting, textures are already loaded. All you need to load are audio and some scripts.. (and of course, some other stuff which I'm not aware of.. but I think they should be smaller than FMV).
FMV (at 720p resolution) would be bigger in size to load I thought.

However, if cutscene takes place in different location, for example.. in the beginning of the game, Nathan is in train, and cutscene shows some tropical island. In this case, maybe.. it'd be a different story because you have to load pretty much whole thing. Transition from train in snowy mountain to tropical island.. and vice versa. But so far, most of cutscenes in this game takes place in the same place/area/level/stage.
 
I never understood that choice. When I discovered the cutscenes are again prerendering with the engine, I feel... rage. An absolute idiocy not to show the cutscenes in real time with that marvelous engine & just to fit the stupid bluray disc :devilish:

Rage? Surely this is sarcasm.

There are things you can do in-engine in a controlled manner and record the footage that you simply cannot do on the fly. Like dramatic camera angle changes, texture swaps, additional AA (even though the difference between the two is minimal) and improved lighting, etc.

The disconnect between the two is next to nothing, and that's almost entirely because the engine is simply that good. I don't understand why anyone would "rage out" over something so trivial.
 
I thought it was opposite. Running cutscenes in real-time would actually *reduce* loading time, would it not? :confused:
Because.. all the level data, characters, lighting, textures are already loaded. All you need to load are audio and some scripts.. (and of course, some other stuff which I'm not aware of.. but I think they should be smaller than FMV).
FMV (at 720p resolution) would be bigger in size to load I thought.

However, if cutscene takes place in different location, for example.. in the beginning of the game, Nathan is in train, and cutscene shows some tropical island. In this case, maybe.. it'd be a different story because you have to load pretty much whole thing. Transition from train in snowy mountain to tropical island.. and vice versa. But so far, most of cutscenes in this game takes place in the same place/area/level/stage.

prerendered cutscenes take a lot less bandwidth then the assests that would be required to render them in real time, allowing you to stream the level data whilst they are running
 
I thought it was opposite. Running cutscenes in real-time would actually *reduce* loading time, would it not? :confused:
Because.. all the level data, characters, lighting, textures are already loaded. All you need to load are audio and some scripts.. (and of course, some other stuff which I'm not aware of.. but I think they should be smaller than FMV).
FMV (at 720p resolution) would be bigger in size to load I thought.

However, if cutscene takes place in different location, for example.. in the beginning of the game, Nathan is in train, and cutscene shows some tropical island. In this case, maybe.. it'd be a different story because you have to load pretty much whole thing. Transition from train in snowy mountain to tropical island.. and vice versa. But so far, most of cutscenes in this game takes place in the same place/area/level/stage.

Uh no. For an FMV you only have to load a movie file. For a real-time cutscene you have to load all the assets. And a few of the cutscenes are rendered in real-time.

I've been playinig through a second time and skipping the cutscenes and there's no loading behnd them even when jumping locations lol. ND are insane.
 
It's much better than Uncharted 1, I absoultely hate the infinate enemies that seem to pop up, but I find that if you just run through everyone and take them out hand to hand I am normally past the cutoff point for respawning.

It also froze my PS3 when I pressed the PS button without pausing the game first so I think there is a bug somewhere.
 
I saw 2 cases where enemies seem to be spawned indefinitely (or at least many times). You have to run forward (under cover) to stop 'em coming.
 
It's very subtle and I could be wrong here. I saw enemies coming out more than 2 times from the same location with similar/same animation. One of them was the level where
Elena and Drake escaped and fought in some town area.
.

I was told if you play it stealth, you have fewer enemies to fight.
 
Perhaps, whenever there was an opportunity to go stealth I usually took it.

What is that little ninja mask that appears some times when you pick up a weapon off of a corpse?
 
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