UC4: Best looking gameplay? *SPOILS*

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You though that puny Drake anim underwater was impressive? Wait till you see this...


Listen to the sounds he makes scratching his hair. Listen to the sound he makes cracking his neck. Look at the specular on the sweat and facial hair as he moves about. The microsaccades movement in his eyes. Skin stretching and wriggles depending on the animation... During gameplay. o_O
Also, when left idle in front of a mirror you'll see some funny animations :)
 
Crazy shots guys, the game keeps looking better and better, it's like every chapter has such diversity in its visual design as well as maintaining very high level of quality. I'm up to chap 10 and it feels like the game has turned up the notch again!
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New Bond?
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Wow, this "cheap" subsurface scattering is impressive in realtime :)
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Insane!

You should look at some real SSS done in offline rendering to have a standard. Those pics show me how "off" it is from the real thing. Hair is never approximated using a SSS equation... and this hair is actually showing the lack of self-shadowing. No ear in the real world glows like that either.
 
There are no true volumetric lights in UC4. Where are you guys getting this from? That's a screen-space technique.

Since no one is commenting on the scoring system.. I'll forget about it. It was a good idea though.
 
Crazy shots guys, the game keeps looking better and better, it's like every chapter has such diversity in its visual design as well as maintaining very high level of quality. I'm up to chap 10 and it feels like the game has turned up the notch again!

I'm glad you like the art direction. It is spectacular!
 
There are no true volumetric lights in UC4. Where are you guys getting this from? That's a screen-space technique.

Since no one is commenting on the scoring system.. I'll forget about it. It was a good idea though.
I think it's better to discuss what the game does right and where the game can improve. I'm on chapter 17 so far and the one thing i can see being improved, other than shadows, on more powerful hardware is a fully voxel based GI/AO solution, it would make the exterior parts of the game look much better (they do look great already but there's room for improvement). Latest AC games are solving this issue by hiding everything with a thick fog (well it works great for London), but i think what U4 does is also great by allowing more details to be seen. You can't really fault their choices given the hardware, the game looks fantastic.
 
There are no true volumetric lights in UC4. Where are you guys getting this from? That's a screen-space technique.

You love to talk about things you definetly don't understand. You overestimate how much your offline rendering knowledge translates to real time rendering. And its not the first time you are told this.
 
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Chapter 18 is another wow moment, like most of the game :)

Edit: I'm just blown away by the variety of environments in this game
 
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Yeah, it makes me kinda wonder about the art direction of TLOU2. Two similar looking games in a row should be where they stop - but what should they do then?
 
You should look at some real SSS done in offline rendering to have a standard. Those pics show me how "off" it is from the real thing. Hair is never approximated using a SSS equation... and this hair is actually showing the lack of self-shadowing. No ear in the real world glows like that either.
Yeah i see what you're saying, i'm just impressed with the skin shading. Idk to me it looks better than rottr, order 1886, until dawn...etc. All those faces have this weird smooth surface to it.

Here are some nice examples of 'proper' subsurface scattering at work:
http://www.cgfeedback.com/cgfeedback/showthread.php?t=4876&page=60
I wouldn't be surprised if TLOU 2 is developed with the ps4 neo in mind then downport the game for ps4. It would be awesome to see ND use more impressive GI, SSS. That implementation looks amazing!
Didn't the DF article mention that the models now basically feature (and animate) all human facial muscles? If so that alone will have had some effect on the look of the characters.
It's funny considering tlou characters (while heavily stylized) look to have a more real human look compared to the previous uncharted games. And while uncharted 4 is still very stylized the difference is very noticeable in regards to facial structure. I cannot wait to see what they do with tlou 2.
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You love to talk about things you definetly don't understand. You overestimate how much your offline rendering knowledge translates to real time rendering. And its not the first time you are told this.

Talk about things I don't understand? I know about screen space light shafts, and have proven that it exists moving the camera in UC4 at such an angle to where it's no longer being seen (nor the fog). If that's not screen space, then you are correct. I don't understand.


If you want to fight over graphics terms, then I suggest Wikipedia be the judge. I know what volume lighting means and we all know it's too expensive to do in world space in a realtime game like UC4. Lords of the Fallen is the only game I am aware of that does this.

Btw, this is a volume light:


Notice that you can see the fog even when the camera is perpendicular to the light shaft AND it casts shadows within the volume.
 
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I'm not a hyperbole kind of guy, but to put it simply: nothing on PS4 comes close. Not even close close. Everything else is so far away from this level of polish and consistency. I'm not sure who will be able to top this and when.

Disagree London. :)

I still rank The Order over this game (both artistically and technically). I haven't seen the multiplats on PS4 to judge those though.
 
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