UC4: Best looking gameplay? *SPOILS*

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A lot of POM in UC4.
ueTRPm9.jpg
 
Man the sheer density and shading quality of the foliage in this game is something else, it's almost like Shire from LOTR good.
 
A lot of POM in UC4.
ueTRPm9.jpg

His face in this, he has seen some shit :LOL:

And yeah i think one of U4s strongest suits is the density of details and draw distance, you don't expect something like that on a console game. I'm not sure there's any game right now on Ps4 able to match it in that.
 
His face in this, he has seen some shit :LOL:

And yeah i think one of U4s strongest suits is the density of details and draw distance, you don't expect something like that on a console game. I'm not sure there's any game right now on Ps4 able to match it in that.
He's wondering why
VFX Veteran
has painfully mistaken a gameplay shot of UC4 for an "enhanced" photomode shot:LOL:
And you're right, there's none at the moment, perhaps Horizon would give it a challenge when it releases.
 
And to get back on topic a bit, with photomode not adding anything fancy on top of the image (like driveclub sampling from several frames and then combining the result) if this is representative of in-game quality (just one environment spoiler 40 minutes into the game, nothing major, not even characters on screen)
p14ERdn.png

I think ND have done an incredible job with the AA. It basically looks like what you would call a bullshot.

I felt that have too many repetition.

The dude behind a game that use photogrammetry and then deliberately butcher it to make it looks game-ey instead of realistic (forgot the name)... Says that this is the problems for artist creating assets. Real world have no perfect repetition while hand crafted assets got repetition that is too perfect.
 
You've changed your tune from when I proposed this a few years ago ;-)
Have you a link to that? I may well have. I understand HTupolev's point above, but also feel we need to try to do something different to deal with these discussions. Or just ban them (comparisons were outlawed here a long whiles ago...). Then again, maybe my previous arguments will convince me otherwise.
 
All you accomplish with a rubric is that people will criticize the rubric, which isn't really a change from what happens right now.
I don't think we're looking at a rubric. More a collection of (agreed upon) reference points and a sort of metacritic score for graphical achievement. At the moment, Clukos says UC4's water is the best ever. VFX says Batman's is better. There's no actual analysis of the water effect in detail to determine which really is 'the best'. If there were a discussion that could arrive at an understanding of both water techniques, it could hopefully either accpet they are good but different, or one is technically better. And then someone introduces...Crysis and we have a benchmark for water, say.

How do we rate these two very different cases against each other in a way that is both useful and can be evaluated in a purely objective manner?
I'm not sure we would. Lighting ought to be measured against 'how close to real' (for photorealistically lit games) regardless of the technique used to achieve that. Within that domain, we'd factor in dynamic lighting, secondary lighting, AO type hacks, etc. based on what appears on screen. QB may look great, but also has lots of errors - so that's factored into its solution. UC4 has some nice lighting and some amazing secondary ilumination, but it has issues with when they're applied (certainly outdoors) and a lack of contact shadows.

The reasonable thing is for people to stop panicking over whether a game's graphics are the best.
We've been saying that for years but it doesn't stop the mindless derailments.

The options to me seem to be:
1) Ban anyone saying anything enthusiastic about graphics to avoid reactions
2) Ban reactions to enthusiastic remarks about graphics to prevent these types of arguments
3) Separate out all comparison discussion from game discussion, stick it in the tech forum, and moderate extensively
4) Do nothing at maintain the status quo
5) Try to come up with a framework by which games can be compared without it getting personal or emotional. This has the added benefit of tracking best-in-class realtime solutions which is something we probably ought to be doing anyway. I like the idea of a 'best in class' database/library showing techniques and linking to technical documents and papers so devs can see what's available, what results are, and find papers to help them achieve that.
 
Of course Uncharted 4 also has some weaker scenes (like every game I think) where a PlayStation 4 Neo would help.

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otKgGu2.png
 
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I think sharpening more than anything kills the pictures there. Nice detail here:
uncharted4_athiefsendz1u7i.png


What is up with the shadows (other than the dithering)?
 
Of course Uncharted 4 also has some weaker scenes (like every game I think) where a PlayStation 4 Neo would help.

DjTtrz0.png



otKgGu2.png

I don't see anything weak in that scene. Also, i wonder why the Neo would help in such a basic scene... if the PS4 can handle the chase scene pretty well, then there is no need for a PS4 Neo...
 
Look at trees, the missing shadows etc. I ignore of certainly the ringing of the images. I do not know why that is used.
 
Both DF and NX should be dropping their respective analysis on the game in about an hour (last embargo lifts).
 
Given the particular time of the day, weather and scenery, even real life can look weak at times.
Except those phtos have 'gorgeous' lighting that gives them substance, and convincing, varied shaders. If the UC4 shots looked like those examples, Jupiter wouldn't have linked ot them.

Find a photograph at a time of day when the hillside looks like a flat bit of terrain with a heavy handed grass texture painted on top, and you'll have an argument. ;)
Google image search on that section of scenery
https://www.google.co.uk/search?sa=...KAhs3MAhWKJhoKHUGsB0QQsw4IHQ&biw=1117&bih=690

What these photos all have that that image lacks is visual continuity and realism (go figure, what with being real...).
 
http://www.eurogamer.net/articles/digitalfoundry-2016-uncharted-4-thiefs-end-tech-analysis
The technological powerhouse we've been waiting for.

From DF
Still, in many ways, the future is now and there is no better showcase for what can be achieved on console than Uncharted 4. This is a must-play experience that delivers the rare mix of pitch perfect gameplay and high-end visuals. If you've been keeping up with Digital Foundry over the years and have an interest in graphics technology, you owe it to yourself to give Uncharted 4 a try. In fact, it's such a remarkable achievement that even users that prefer to stick with other platforms should find a way to at least sample the game, just to appreciate the extreme artistry and expertise on display here.


NX gamer video.

If anything I'm glad ND delivered on IQ, so many games failing on that very simple, yet crucial factor this gen. Even Battlefront had shimmering and aliasing problems (especially on consoles) except only in the PC version which had TAA available as an option. The only other games that offered such clean presentation that i can think of is The Order, The Division and Tearaway (which used 8xMSAA + FXAA if i'm not mistaken). Looking forward to more games using similar TAA techniques!
 
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Also, glad DF brought up the 60fps deal. I also thought it was a mistake to announce perf target goals so early in the development stage of the game. Maybe they can get it to run at 60 fps on the Neo (depending on engine and game bottlenecks of course).
 
Interesting that performance in photo mode lags behind gameplay performance so significantly. That does suggest they are doing some additional layer of image processing in photo mode.
 
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