UC4: Best looking gameplay? *SPOILS*

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Okay, played the intro. Here's two gameplay screenshots to judge IQ (best I've seen in a Ps4 game)
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Haven't seen translucent shaders like these in any game I've played so far, looks so good(again, i might be missing something feel free to inform me). Unfortunately on this level the photomode starts from a different view than the player view (drawn back) i'll try to get similar shots later on.
 
With the amount of different light sources on screen you'd expect it to be deferred. Lots of volumetrics going on in this game, high res too.

I wouldn't consider them true volumetrics unless they are casting dynamic shadows and propagating light through transparent surfaces using real ray-marching. Or the smoke in Batman: AK.
 
I wouldn't consider them true volumetrics unless they are casting dynamic shadows and propagating light through transparent surfaces using real ray-marching. Or the smoke in Batman: AK.

They cast volumetric shadows, you can even check it out in the early areas(like 10 minutes in) by going through the shafts. Anyway, the picture i posted before with the building? Here it is during gameplay from a different angle
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I turned off photomode altogether because it's too distracting.
 
Okay, played the intro. Here's two gameplay screenshots to judge IQ (best I've seen in a Ps4 game)
uncharted4_athiefsendcrjwi.png

uncharted4_athiefsende0kwj.png

Haven't seen translucent shaders like these in any game I've played so far, looks so good(again, i might be missing something feel free to inform me). Unfortunately on this level the photomode starts from a different view than the player view (drawn back) i'll try to get similar shots later on.


I'll do one better with true ray-marching and transparency. ;) Long time ago bro..

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Damn that looks ugly, although nice cloth shader! By the way i don't think the game is using a screen space occlusion, or maybe it is a mix of techniques, it doesn't fade away on screen edges like all SSAO techniques.
 
They cast volumetric shadows, you can even check it out in the early areas(like 10 minutes in) by going through the shafts. Anyway, the picture i posted before with the building? Here it is during gameplay from a different angle
uncharted4_athiefsendprj1t.png

I turned off photomode altogether because it's too distracting.

I'll check it. But that screen you got isn't what I'm talking about.
 
Damn that looks ugly, although nice cloth shader! By the way i don't think the game is using a screen space occlusion, or maybe it is a mix of techniques, it doesn't fade away on screen edges like all SSAO techniques.

LOL! So we going to resort to volume techniques as "ugly"? It's been done years before is my point. Stop with the hyperbole.
 
LOL! So we going to resort to volume techniques as "ugly"? It's been done years before is my point. Stop with the hyperbole.

No I meant the whole visual style with the exaggerated CA, not the technical achievement. Anyway, back to Uncharted! :D
 
Maybe that helps
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Last screens though, gotta play the game.

Umm.. seems like he's walking through a transparency mapped volume and the fog's contribution is being added to him. I don't see his hair silhouette in the volume (as a shadow) after the light passes through it. Furthermore, there are cuts into the light shaft but don't see the light blocker geometry in that window anywhere..

EDIT: Interesting that you can see the bowl of transparent ribbons that make up his hair. They aren't automatically normal facing camera either as the transparency map breaks down when viewing his head from the rear, but then you can see the transparency strips on the side but it's so transparent that you see the outline of his head. Aliasing is prevalent too along the window's edge, his clothes, and his hands.. I'm actually surprised given the TAA solution they used and how people say it's so perfect at 1080p.
 
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Whatever AO the game is using, it looks really good. And again i think it might not screen space ao (although they could have masked it in some sort of way like they did with the screenspace reflections), it definitely doesn't have the halo effect most screen space solutions have around characters (and the edges of the screen).
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The image quality and AA is probably the most impressive thing about this game. The future of AA is right there. The attention to details is astonishing, now I understand why they needed so much years and delays to finish it, it's a very ambitious game.

As a whole it's probably the most accomplished PS4 game to date indeed, at least technically.

The scale of the game is really exceptional in the exteriors, with so much details even very far away, Wow. The motion blur, even if excessive, is much better than I previously thought (or they improved it). It's really some high quality stuff, I wonder if they use the previous frames in order to improve the moblur quality. The high quality makes it just bearable in motion and is thankfully much much better than the terrible effect used in Batman or Shadow of Mordor.

When you don't move, it's the best looking PS4 game in some areas (but not all, some interiors look flat). Perfect game for taking still screenshots indeed. A PR dream. But the real game gives me the same feeling I have since the start (and now I can better explain what I don't like precisely). The game looks kinda flat, unnecessarily, because of a combination of the Disney materials, lighting and maybe some post effects. Also I don't like the excessive bloom effect (or the similar effect) used in the cutscenes and I noticed some very light film grain in some low contrasted areas (like the sky) that doesn't improve the general (intended because cartoony) flatness of the materials.

But when you move, even slowly, everything because of the 30fps and excessive motion blur is totally ruined. In those conditions plenty of others game on PS4 look better, even 30fps ones: Battlefront obviously, but not only. In those moving conditions, MGS5 GZ and TLOUR look better. I also find Bloodborne's interiors or small streets much more convincing (more real / organic somehow). Even if I think UC4 has more polygons and more textures, I feel that Bloodborne is utilizing much more effectively somehow its assets, notably in motion, to give me a more convincing, impressive world.

Some parts of Bloodborne look more real (realistic and organic) to me than many parts of Uncharted 4. How is that possible?
 
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I agree, the IQ is really something. I only notice slight aliasing issues in some scenes. I think, one trick they use is that their "thin" geometry elements are actually relatively thick (electricity power lines for instance in the distance).

What impresses me the most in this game is the character animation (not the facial animation). Some(!) of the movements are really natural to me and they are to me believable in some cases. And that is really astounding to me, as even in super duper expensive AAA large scale Holywood production, I typically immediately notice that the animations of CGI characters are not natural and just look uncanny. I guess the reason is, that the UC4 characters have some of very small detail/variation movement on top of the "main" movement (if this makes sense :D) Shows to me that artistic talent makes a difference. Of course, the animations are not perfect, there is often warping and so on going on...but this is imo the price you pay for playability and controls. The controls actually feel quite precise and direct to me, better than I remember from the beta.

Wrt to environments: I guess, that here there are some clear astounding looking environments and settings. Some just look breathtaking, similar to The Order 1886. One particular setting (I guess chapter 6 or so) which I do not want to spoil had a first "looks photorealistic" impression on me, similar to some stuff in BF:SW.
Others scenes on the other hand can look underwhelming, I agree. Most difficult settings are imo the ones which are lush green in bright sun light...these seem to be quite difficult to get to look good. I do appreciate the scale and draw distance however with the detail in the background.

What I do not like so much is that some characters when walking around seem to be not grounded (missing shadow under their feet), which then gives the impression that they are somehow floating above ground or just look very weirdly not belonging to the scene at all (right during the first 5min when the nun walks around).

But yeah, another hidden star is imo all the little physics detail with a lot of things just seem to be alive to me (so much stuff is reacting "physically").

The game itself on the other hand starts quite slowly, as all people have pointed out. But I do like it, as it somehow grounds the characters and the story. Best looking CGI character and also most interesting character is also this female mercenary Nadine (which was also part of one early trailer). She (especially her hair imo) is extremely well modelled and it is just a joy.

Can't wait to see what happens next :)
 
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