Quantum Break versus Uncharted 4 visual comparison

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It's curious how different people have different takes. To my mind, Uncharted is not and nevery has tried to look real. I thought ND said they were going for a slightly stylised graphic-novel sense. Reading your first sentence, I thought you were saying QB was going for real (filmic) and UC was going for the 'good looking game'!
No what I meant was if you look at the character from qb in the post I quoted it screams 'hey I'm from a game' all abrupt and too clean plus the ear looks blooming awful. With the effects in play in uncharted it looks far more realistic to my untrained eye.
 
An image i made from the PSX U4 reveal some months ago that is relevant to the thread i guess. If someone can provide some decent quality footage for QB from the previews i could make something similar

uncharted4psxtrailer0rs6e.jpg


Too bad we never got that trailer without yt compression :nope:
 
QB seems to have more dramatic, contrasty lighting (one very strong red light shining on the faces, and another blue or white to create maximum contrast) while U4 is a little softer and more delicate. Each fits the mood of each game and I can't tell which one I prefer.
 
An image i made from the PSX U4 reveal some months ago that is relevant to the thread i guess. If someone can provide some decent quality footage for QB from the previews i could make something similar

uncharted4psxtrailer0rs6e.jpg


Too bad we never got that trailer without yt compression :nope:

I'll look at the Sony press page for that trailer. It's the trailer with multiple story choice right?
 
The discussion isn't a judgement on the games, nor an attempt to claim one is superior. It's just individuals saying what they prefer the look of and, in the tech forum, what technical features are in effect to accomplish that (I hope! Though it'll mostly come down to art style, I'm sure). As long as people aren't under the delusion that if one game is a using a feature, all others should and only Lazy Devs prevent them, it should/could be a reasonable discussion on what's possible and what sort of results we can expect.

Yup, totally fair. To each his own like I said :) It's just that personally I've never felt the need to compare various features of two games. Then again I might be ringing a completely different bell were I a graphics programmer! Heck, you should see when a new game appears on the Remedy lounge TV, all graphics programmers and artists are constantly telling the guy playing to "Stop! Look into that dark spot under the bridge!" and so forth :) Probably the same thing at other studios too :)
 
As stated numerous times before; Quantum Break is aiming for photorealism it terms of lighting, shading, colors (which is normal given the tie in with the live action show, Sam Lake already said that this was one of the hardest part of development because it had to closely match the real thing so that the switch from live action to game is seamless) while UC is not. So there way to say this looks better that that given that the final aim isn't the same. Both are doing there best to achieve their final goal. It's similar to comparing Forza vs GT. GT's color grading, lighting has always been more photo realistic than Forza because developers chose to go this way. Just dial down the color temp and contrast in Forza and it will looks more "photo-realistic" than what it currently looks like (and frankly I witch Turn10/Digital Playground would finally go this way instead of the flashy stuff..)
 
This does not belong here. It is fanboy nonsense.
It all started by me by accident when I said that QB is in many areas better than U4

Funnily I am a PS4 owner who doesnt regret his purchase. May I also say Uncharted fan too who awaits from U4 to showcase its technical superiotiy. Yet my statement was acknowledgement that Remedy has achieved on XB1 something truly remarkable and easily comparable to U4. Hence I wouldnt say it is necessarily fanboy nonsense.

It depends on the motive behind the comparison.
 
Right now most of the RotTR real time cut scenes looks more impressive than these pics/Gifs you picked.

Just finished Tomb Raider on PC some days ago and i disagree. Hair and skin shading look less detailed, example (from my album here: https://www.flickr.com/photos/128836441@N08/albums/72157663592268749)

24184245993_88d6606e47_o.jpg


Her skin looks like plastic to me most of the time. And much like the reboot, hair for supporting characters is different than Lara and looks off when you see them side by side.

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I think QB easily beats RotTR as well, more consistent image quality and better lighting overall. And with QB and U4 it seems like there's less of a gap between gameplay and cutscenes; whereas in RotTR, most of the cutscene to gameplay transitions are jarring, almost like you're in a completely different place.
I'll look at the Sony press page for that trailer. It's the trailer with multiple story choice right?

Yes, should be called PSX story trailer, if you find it feel free to share :smile:
 
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Graphically, comparing the footage we have so far, QB looks much better to me.

In fact, to me it might be the best looking game I have seen so far...battling with TO1886 for first place. Congrats to the devs.

Imo UC4s animation are nicer though.

PS: i am most excited about the gameplay...looks crazy good. Paired with Remedy's story telling skills....yeeeeeeeaaaaah!
 
they all look technically amazing and very optimised for their respective plateform. What make one look better than the other at this point is just a matter of art and personnal taste.

I'll just add some photomode pics of the order taken from gameplay sections just because it's still a competent contender for character modelisation.

http://i.imgur.com/tKRjIts.jpg
http://i.imgur.com/7YPA39q.jpg
http://i.imgur.com/xXvcn4p.jpg
http://i.imgur.com/EdFyY8S.jpg
http://i.imgur.com/fhndKhB.jpg
http://i.imgur.com/mKmpUFH.jpg
http://i.imgur.com/VRxYzkh.jpg
http://i.imgur.com/k5ZnEZI.jpg
http://i.imgur.com/nsdbwaZ.jpg
http://i.imgur.com/Oktm2TR.jpg
http://i.imgur.com/q7XqAY9.jpg
 
Baked lightmaps VS dynamic GI with participating media. QB's lighting is a generation ahead of U4.

That's assuming U4 doesn't have bounce lighting and GI which is something even TLOU had. Knowing you, it's probably just a hyperbolic statement just to create some sweet drama :smile:

IIRC the beta had some dynamic GI but toned down since it's running at twice the refresh rate.
 
That's assuming U4 doesn't have bounce lighting and GI which is something even TLOU had. Knowing you, it's probably just a hyperbolic statement just to create some sweet drama :smile:

IIRC the beta had some dynamic GI but toned down since it's running at twice the refresh rate.

TLoU didn't have dynamic GI with the exception perhaps for the flashlight (I only remember that feature appearing in pre-release videos).

U4 has only shown realtime direct lights with baked indirect, just like they've done in their past games.
TLOU didn't have that.
 
Maybe you didn't play the game then. Bounce lighting is definitely present with the flashlight in the final game on Ps3 and the remaster on Ps4.

Yes I can confirm this and same thing for flashlight in the first trailer of UC4... AnD ND give confirmation of this after.


The TLOU screenspace AO is used for The Tomorrow Children on character model and everything moving and not big enough to use the Voxel Cone tracing GI...
 
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Maybe you didn't play the game then. Bounce lighting is definitely present with the flashlight in the final game on Ps3 and the remaster on Ps4.

Edit: And the usual correction
thelastofusremastered3jkix.png

thelastofusremastered4ajz4.png


And webm: http://gfycat.com/MarriedYellowishChick
I don't think that was actual bounce lighting, in simple terms all it probably does is that it turns on an invisible light of the same colour as the object getting lit and the movement of that light is dependent on the movement of your flashlight.

Basically it wouldn't work on every surface, and on the surfaces where you see colour bleeding it would be so because the developers specifically hand placed lights of that colour there. Then there are surfaces where you should have seen some minor colour bleeding (because the surface would be a light coloured surface) but instead they just reflected a general white light that was used whenever there were no hand placed coloured lights.

If it really was actual GI it would work without any manual inputs.
 
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