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A lot of POM in UC4.
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He's wondering whyHis face in this, he has seen some shit
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.
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)
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I think ND have done an incredible job with the AA. It basically looks like what you would call a bullshot.
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.You've changed your tune from when I proposed this a few years ago ;-)
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.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'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.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?
We've been saying that for years but it doesn't stop the mindless derailments.The reasonable thing is for people to stop panicking over whether a game's graphics are the best.
It's like they gave this scene to a junior designer and spent no effort on lighting set up. Then again I have to see the whole level to judge.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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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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A lot of POM in UC4.
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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.Given the particular time of the day, weather and scenery, even real life can look weak at times.
The technological powerhouse we've been waiting for.
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.