Trailer from Naughty Dog

For me uncharted's water is shader effect based because not waves at all or simple surface effect...I want lair's dynamic water in uncharted please nd :cry:
Uncharted's water seems to be as dynamic as Kameo's. The only problem I saw was that only the main character caused ripples in it.
 


"and hyper-realistic water physics;" - the water was one of the best things about the footage I felt. Very realistic.

Go watch the video at the bottom of this page. http://www.gameswank.com/content/view/31/1/

But yes it needs splashes when relevant.
 
"and hyper-realistic water physics;" - the water was one of the best things about the footage I felt. Very realistic.
These wonderful water effects people talk about aren't actually that far removed from Baldur's Gate Dark Alliance, 2001, IMO.

See video 9 here for an example. Proper physical waves including wakes on creatures passing through it.
 
These wonderful water effects people talk about aren't actually that far removed from Baldur's Gate Dark Alliance, 2001, IMO.

See video 9 here for an example. Proper physical waves including wakes on creatures passing through it.

That;s cool. But does that matter? Still looks very impressive to me...just watching the water in Uncharted with the refraction and reflection in a jungle...gets me breathing heavily. That with the foam, and the gorgeous waterfalls...and the stones underneath the water. Watch gunplay video and gamevideos...truly beautiful.
 
That;s cool. But does that matter?
No. I just feel credit needs to be given to this 6 year old title and what the devs were doing back then. Fantastic moving water is very cool to behold, so doff your caps to SnowBlind Studios who did such a great job back then!
 
Uncharted's water seems to be as dynamic as Kameo's. The only problem I saw was that only the main character caused ripples in it.

Odd. Uncharted is still under development. As long as they demonstrated their key technologies in selected scenes, they are cool. Judging from the demo, they have gone far enough to weave all the elements together into a working level (as opposed to a static 3D rendered scene with dices and polygonal shapes :) ).

I think the water effect -- though incomplete -- complements well with the beautiful lighting effects, realistic physics, rich jungle environment and smooth animation. It should improve from here onwards.

EDIT: Oops ! Forgot to mention the facial expression and dynamic wrinkle on the shirt too :) Man, games are getting too sophisticated if I can't remember their technical features at one go.
 
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No. I just feel credit needs to be given to this 6 year old title and what the devs were doing back then. Fantastic moving water is very cool to behold, so doff your caps to SnowBlind Studios who did such a great job back then!

Sure will! I liked the water in ICO as well...just for looks though, I don't think its reactions where that spectacular.

Question...is it true ICO was a PS1 game, and then got ported to the PS2?

Oh and perfect example of Naughty Dog's layered animation. http://generationdreamteam.free.fr/afrika/Uncharted/drake6.gif
the animation of reloading is not finished but you can walk and prepare the next attack

Apparently they can layer upto 12 animations on top of one another...3000 animations...so many combinations. Crazy.
 
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Oh and perfect example of Naughty Dog's layered animation
http://generationdreamteam.free.fr/afrika/Uncharted/drake6.gif


the animation of reloading is not finished but you can walk and prepare the next attack

I'm not sure what games you have played lately but thats something i have done in every shooter i have played the last 2 years. (probably longer, but i don't remember what i played 2 years ago)

Apparently they can layer upto 12 animations on top of one another...3000 animations...so many combinations. Crazy.

Dunno if layering is common or not, but i do know that a couple games operates with 2-4x that number of animations.
 
I'm not sure what games you have played lately but thats something i have done in every shooter i have played the last 2 years. (probably longer, but i don't remember what i played 2 years ago)



Dunno if layering is common or not, but i do know that a couple games operates with 2-4x that number of animations.

Yes you can name Assassins Creed and others. Great. Layering has just been created by Naughty Dog. As I said if I was any good at maths. 3000 animations, that can be layered upon one another upto 12 times (note, not after one another with smooth transitions...of course they do that also)...well that equals a much bigger number than 10,000 animations for Altiair. Anybody care to work that out for me?

Yes you have DONE it, but the animation doesn't look as smooth as that. He's looking at his gun reloading, and then starts to walk to the other side, finishing the reloading. Very realistic, and not seen in a game before this. Unless you can show me this is the case...

"This is furthered by a very unique feature of Naughty Dog's engine: of the hundreds of animations, many of them can be layered on top of one another. These combinations are possible by farming the animations out to the PS3's SPUs, allowing Drake to display any number of poses, emotions, and movements all at once. For instance, watch Drake running from one area to another while he is being shot at. His running is combined with frantic ducking of bullets, swift reloading, heavy breathing, all joined with a determined and fearful expression on his face." http://www.gameswank.com/content/view/31/1/
 

Yes you have DONE it, but the animation doesn't look as smooth as that.
He's looking at his gun reloading, and then starts to walk to the other side, finishing the reloading. Very realistic, and not seen in a game before this. Unless you can show me this is the case...

Wow. Bold statement. Very bold statement.

I hardly see how you can see that the animation in question is realistic, okay, hes looking at his gun while reloading, cute, anyway then he follows the wall, and suddenly he stops, as if by a magic force, and this magic force, jerks him back 20 centimetres.. Look closely at that last part, maybe its because of the framerate of that gif not showing everything, but it looks like hes getting jerked back 20 cm on the end of the wall, before he leans out


I'll tell you what, how about tomorrow, i will boot up a few games and show you some examples of just as good reloading animations.



"This is furthered by a very unique feature of Naughty Dog's engine: of the hundreds of animations, many of them can be layered on top of one another. These combinations are possible by farming the animations out to the PS3's SPUs, allowing Drake to display any number of poses, emotions, and movements all at once. For instance, watch Drake running from one area to another while he is being shot at. His running is combined with frantic ducking of bullets, swift reloading, heavy breathing, all joined with a determined and fearful expression on his face." http://www.gameswank.com/content/view/31/1/

Neat but if you read that, it doesn't say 3000 animations and 12 layers, it says hundreds of animations can be layered on top of one another, that probably means that not all of the 3000 animations can be layered (which makes sense, because a lot of the animations simply wouldn't be possible to combine. (If your climbing something, thats an animation that cannot be combined with much).

Also, you do realize its not nearly impressive as it sounds right? A lot of the animations are small stuff like, having the character smile or not. I'm really not sure if I would be so convinced that this system would be much better than just mo-capping 10,000 animations of Altair like in assassins creed. Neither is really based on physics, its just scripting, so it will still be flawed from time to time with floating and what not.
 
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Wow. Bold statement. Very bold statement.

I hardly see how you can see that the animation in question is realistic, okay, hes looking at his gun while reloading, cute, anyway then he follows the wall, and suddenly he stops, as if by a magic force, and this magic force, jerks him back 20 centimetres.. Look closely at that last part, maybe its because of the framerate of that gif not showing everything, but it looks like hes getting jerked back 20 cm on the end of the wall, before he leans out


I'll tell you what, how about tomorrow, i will boot up a few games and show you some examples of just as good reloading animations.





Neat but if you read that, it doesn't say 3000 animations and 12 layers, it says hundreds of animations can be layered on top of one another, that probably means that not all of the 3000 animations can be layered (which makes sense, because a lot of the animations simply wouldn't be possible to combine. (If your climbing something, thats an animation that cannot be combined with much).

Also, you do realize its not nearly impressive as it sounds right? A lot of the animations are small stuff like, having the character smile or not. I'm really not sure if I would be so convinced that this system would be much better than just mo-capping 10,000 animations of Altair like in assassins creed. Neither is really based on physics, its just scripting, so it will still be flawed from time to time with floating and what not.


It's not the reloading itself which is impressive. It's the layering of the animations and the transitions combined. Look i can't create gifs, so i have to do my best with what other people provide. But I'm happy to show the animations in this game are second to none...and so far this new layering technique is very impressive.

And no the 3000 animations are just for movement...the facial animation is on top of that. But yes if i was to work this out, I would divide the final number by 2 as the combinations would not all go together. But generally what they are aiming for is that you'll never see Drake doing the same thing twice. Here's an example of him taking cover several times, and note he doesn't return to the same position once.

http://www.uploadpic.net/uploads/4b2fe01819.gif

Plus this shows off the system quite well http://www.uploadpic.net/uploads/02ee61a2d7.gif

In no way am I talking down Assassins Creed...I'm stoked for that game, but watching this game in action (even with its flaws) the animation is very impressive. Jak has better animation than 90% of games out there...it's something Naughty Dog are famous for, and with this new system they have created I really think this is a step up from anything else seen thus far.
 
All-purpose response:
*It's a beta build
*They're building it from the inside out: photomode first
*The graphics will be better in multi-player mode
*The series was never about the graphics
*There's close quarters combat both horizontally and vertically with a short round-timer. No other game does that.
 

yeah but it's too light like effect,if i walk in a river i do much more waves and the ocean that we can see in the scene where Nathan talks with mid age man is totally flat e in the scene when two enemy come down the water don't generate "real" waves but it's only a surface effect (so appear to me i can go wrong but i I have already seen all videos that internet have many many times :LOL: .I really hope that he can swim in the water and go down and while swim generate polygonal waves,please nd,please Rich if you can read this topic listen to me :cry:
 
(If your climbing something, thats an animation that cannot be combined with much).

You should be able to pause and fire though (facial expression aside).

I think one of the goals is to generate non-repetitive (well as non-repeating as possible) movement. If they can achieve the effect by combining from a pool of hundreds, so be it. Would be great if we can see Nathan fumbles around when he was surprised or when terrain is different.
 
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Actually now that I think about it, you should be able to leap and climb, climb and jump, climb and swing, etc. so they'd need to break up the climb sequence into a small enough "step".

As for water, if it's an important gameplay element (e.g., swim/dive), I hope they do even better than games such as Halo 3, Lair, Hydrophobia, and Crysis. :) Otherwise, just add splash, foam and blast (water column) to their existing already pretty water.

Might be better to focus on core gaming experiences (e.g., making destructible and persistent game world).
 
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In one of the videos they had him climbing up a wall and then once he got his arms up over the top of the wall he was able to hang on with one arm and the use the other arm to pop off a few shots. Thats a great example of blending a climbing/hanging animation with the shooting animation. Plus whatever facial expression/behavior animations he was doing like cringing or ducking.

gvcomuncharteddrakesforkw6.png
 
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