Only complaint I have in terms of visuals is that characters still seems weightless, especially while traversing vertical obstancles. They probably found the most sensible compromise between realistic animations and responsive controls, but given the incredible sense of weight and realism of everything else in the game, character animation still seems a little off to me. And speaking of animation: Nate still loves himself some wall touching.
Another example, this must be literally everywhere in the game and I just noticed!
My first impressions of the lighting are that something about the sourcing can be iffy. It seems like there's too much single-direction component, and the cubemaps visible on glossy objects frequently seem to have inappropriate strength (not being attenuated with directional information?). I wonder if they're still using hemisphere+directional as their lightmap format.
Yeah geometry is one of the areas where U4 is lacking and pom could help, although i think they chose to spread out the resources used for geometry to get better lod (higher lod albeit with lower polygon count per object on screen) instead of having high poly per object and close proximity lod.
Lighting looks really iffy to me as well.
Lip syncing very well done.. just a tad below QB.
Ok so I might have been ever so slightly intoxicated late last night, as right now the motion blur isn't actually as bad as I felt when I first started the game...
Nate could even leave all the dishes in the sink there. Or even the wifey... heh
I agree that Nate leaving his wife in the sink sounds very logical.Good thought Laa-Yosh! Sounds very logical to me.
I sort of disagree... UC4 has some incredible scene complexity in a lot of outdoor areas, but particularly in the Madagascar city scenes and the last "level". The sheer amount of foliage and buildings and just all kinds of stuff is utterly amazing and quite far above most open world games I've seen. Obviously the more or less restricted traversal helps a lot, but not always. For example when climbing the clock tower, you can see very, very far away - I'm not sure how closely related the city model is to the one that you can later travel through, but it makes little sense to create two completely different versions (of course only the interactive part will actually load higher LODs and a lot of the set dressing).
Also, POM doesn't work all the time, particularly when you'd expect the characters' feet to make contact with the terrain elements.
Yes just found out an hour ago. Loved Drake's comments while playing PS1.Awww they have a PS1! Old school!