UC4: Best looking gameplay? *SPOILS*

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Diminishing returns indeed

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You should not compare to UC2/3, but find a game with a more realistic art style instead.

You should also ask your mom about her opinion. We graphics enthusiasts can see a lot of the small differences that an average audience member would never notice.
 
My GF easily sees the difference, and she is not really into games. She never told me that my X360 games looked beautiful, but she said that several times, with The order, killzone SF, battlefront and Uncharted.
 
The amount of detail, the quality of the detail and the sheer scale of it is absurdly good in UC4, I don't see Division, Doom or Battlefront coming close to match it honestly.
That's true. I'd love to know the budget on this game, because the assets must have cost the earth, unless ND have some super advanced toolchain for creating all these details.
 
My personal suspicion is having a "next-gen toolchain." And I don't really mean just technology, but I'd take a guess that is one aspect of it... a big one as well.

But whatever workflow they have that is coordinating their efforts which is being done, it seems to all be directing that effort into the right place where it counts and shows on screen, on that I think that is probably one of their very exceptional

I think it may be one of those examples where the human interaction or cooperation and inter-cooperation on tasks, maybe it's really that taking their stuff to the next level. Maybe that is the team managers role that they are doing very exceptionally, I dunno.

After all getting the right people to the right tasks to get the right output is probably what that job is I guess? I'm not a middle manager personally :)

And not to say Naughty Dog is not talented or doesn't have individual talent. My guess is just that possibly combined with a seemingly ideal workflow or system that is getting.

And a lot of it has to be expert resource management too no? GPU bandwidth and GPU memory at least for sure. There must be a lot of talking going on between teams to figure out just what can be fit into each scene.... the PS4 is a limited console by GPU power I suppose already.... so to fit all this into a PS4 game at 1080p30 is pretty much wizardry imo....

I do wonder how much Uncharted 4 costed though. 80 or 120 million USD maybe? 150 or 200 million? Hard to even ballpark :D
It's not just the face, but the clothing and peripherals. There are no shadows at all.

Of course it's not, and we can find worst-case images for any game. Your subsequent images have AO around the clothing detailing. That's why I said it looked like a bug. I think it's just more a limit of current rendering tech by and large. We just need someone to take lighting forwards as far as ND have taken AA in UC4!
I think it's probably shaded on a more macro level. Like his arm will usually cast a shadow on his body, but generally his nose will not cast a shadow on his face even if the lighting direction would suggest it should.

The only time the shading is really exceptional in gameplay is in Drake's house. I think they allowed a lot more shading and higher resolution shadows from the face in there. This is Drake in his house, even his nose is shaded correctly with multiple light sources in the (very small) scene I think. This one is photo mode though, but the shadows are the same actually in gameplay. Even his head and hair is casting a pretty impressive shadow on his body, and his nose has a nice shadow too, same with his eyebrows above his eyes and over his nose too.

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If you compare "Bathroom Gameplay Drake" to "General Gameplay Drake" there is a very large discrepancy between the self-shadowing of his face. Like I mentioned there's far more self-shadowing of small features of his face over his body and even onto other parts of his face, which is just not present in other gameplay scenarios. Here you can't really look up his nose, where in the picture I pasted on the last page you can definitely look up his nose and it's very unnatural without the shading ^^

I mean in most games like this you're looking at the back of the character the whole time, and from a certain distance. So it makes more sense to really focus on the "macro" shading in there. Like a few pictures on the previous post show, the Drake gameplay model really fits in the scene especially viewing him from the back more (and further away too). The scale of the game is very large of course. We can't expect that much self-shading (yet :D). Maybe the PS4 Neo version? :D

I also noticed in this game the camera seems like wider FOV and pulled further back from Drake in general. This probably gives some advantage to not having really high resolution self-shadowing on Drake's smaller character model features in general. And again from the back he looks like he fits in scenes far, far better than looking at him from the front.
The amount of detail, the quality of the detail and the sheer scale of it is absurdly good in UC4, I don't see Division, Doom or Battlefront coming close to match it honestly.
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Those are excellent screens. There's something about the way they put the scene together that just takes something that should look "just great" to a much higher level. It's very impressive.

I think DOOM and Battlefront are the best competition here for Naughty Dog. But I also think Naughty Dog steals the cake in the end.

They seem to be wizards at LOD management too. Most areas it's very difficult to notice LOD transitions, especially with how large the draw distance is for the foliage. The sheer density of micro-detailing and foliage, and the arrangement of that foliage, is nothing short of astonishing...
 
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I agree all very good looking games. Order is very impressive. I don't like Division as much maybe out of those, but still all great looking ones.

Killzone Shadowfall is underappreciated imo, for graphics, but also in many other ways :)

I have DOOM and Battlefront on PC, for me those are my favourite looking PC games. I just love the way the new shaders make these games look now, Uncharted and Order and others included.
 
Compared to the console versions. The PC version of Doom certainly looks better than Shadow Fall.

On console, i think only 2 games can compare favorably to PC games : The Order and Uncharted 4.
 
Shadow fall had quite a lot of variety and some really stunning volumetric lighting, surely helped by the 30fps.

Haven't played Doom yet (haven't been home in a while, I'll get to it!) but it does seem quite same-y to me compared to KZ. It also looks 100 times more fun than KZ so hey ho!
 
made uncharted 4 into 3D and it looks superb! albeit some fake 2D stuff become more apparent (like the fake 2D explosion for example)


EDIT:

sorry that one looks blurry due to youtube only accept half-SBS.

i upscaled it to 4K half-SBS and its much better now


if on PC, use this link

Code:
https://www.youtube.com/v/XfEtYaMnU_E

because youtube HTML5 default player only support Anaglyph 3D when on PC. Other type of 3D only available through the old flash youtube.

EDIT2: the .MPO files. Just copy to USB flashdisk and put it into 3DTV.

https://drive.google.com/file/d/0B5r9wJYwSwdhNnhhR1MtQlJzYjA/view?usp=sharing
 
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The caves of chapter 9 looked amazing. I'm not sure there's much room for improvement on that on future hardware, althoughof course it's a 'limited palette' of scenery so they could do a really good job. Importantly the shadowing works. There's a cutscene with Nate and Sam against a stone surface, and they were fully AO'd including their equipment, in complete contrast to the previous 'Flat Drake' example. The only thing really lacking was the lighting from the torch which neither provided bounced light or cast proper shadowing from the scenery.
 
The "problem" if you can call it that, is that at its best Uncharted 4 is insanely beautiful and it must be a lot of work to keep that level in every corner, at every angle, all the time.
 
That's where a 'unified' solution would help. The way I see it, realtime graphics is where CG was 15 years ago. Back in the day for CG, raytracing was too slow so rendering was done with rasterisation and a whole load of hacks highly-focussed proprietary solutions. Things like shadows had to be tweaked per scene adjusting bias etc to line up with something passable as correct*. Now raytracing is fast enough, it's better to brute-force solutions with physically accurate calculations and skip all that faffing about. For realtime graphics, we're still stuck with collections of solutions for different cases. eg. TTC looks amazing, but it needs to use two lighting systems as the volumes for the cone tracing are too large to capture fine detail, so a second AO solution is layered on top.

Depending on POV, it is a problem if you're trying to capture perfect graphics, but of course it's not really a problem for a computer game save the fact that you do get these moments of the illusion being lifted and seeing the ugly stage crew in the background pulling ropes and shifting props, which are jarring when you're in 'the zone'.

Of course, there's no immediate solution an no blame here. We have a lot of software progression to go!

* Back then I toyed with various renderers. My first and lasting experience of CG was Real3D on Amiga, which was a raytracer and produced correct shadows, reflections and diffractions. When I started looking at PC solutions like Max, I was gobsmacked how crappy the shadowing etc. was! That you could render a lamppost and have its shadow 6" below it.... Trying to get anything to work well was a pain in the arse, such that I stuck with Real3D (which became RealSoft). But RS failed to gain traction, perhaps because it was slow at producing final images, and everything went Max and Maya until they, years later, did it the RealSoft way and raytrace everything nowadays.
 
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I am somewhere in chapter 16 I think, and only thought Scotland was a bit bland and went on too long as well. But the graphics get better after that fast and end up just looking insanely good. And then screenshots don't even do it justice. And I also really didn't want to stop playing ...

Actually at times I remember that some parts were so close to realistic that I got a bit of that uncanny valley feeling, which I've almost never had in games.


Sent from my iPad using Tapatalk
 
That's where a 'unified' solution would help.
While it may help make the game look more consistent, I don't think it would help the atmosphere the game director is trying to achieve in specific areas. Games have the digital equivilent of a lighting director but who has precise control over lighting. If you have a unified renderer using a consistent set of rules, scenes in caves would be 80% solid black pixels because that's what it's light in a cave even when you have bright light source. A flaming torch will light maybe 10-12 ft around you but nothing more. A torch will light a very narrow beam a little way but nothing around you. Neither are desirable in a game like uncharted. Throwing reality and consistency out of the window, much like most films, really is the best way to do it.

Of course you've not really got to the graphicalyl impressive bits yet. You may think you have, but relative to what comes later, you haven't. :nope:
 
Maybe have a a unified solution and then have artists have input on top of it (like films) then you have a consistent look lighting wise, while also allowing dramatic lighting in certain scenes, more stylized in others. The way i see it, lighting in the current ND engine needs a lot of work and artistic/manual input to get to look right in each different location. Having a more robust layer underneath would certainly help and remove some of the work lighting artists have to do to get gameplay to look right 99% of the time.
 
Since this is here (double post) i'll add that i really like how eyes look, and they hold up extremely well in closeups

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I also noticed that the cheap subsurface (in comparison to the screen space ss used during cutscenes) can look really nice in some cases

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While it may help make the game look more consistent, I don't think it would help the atmosphere the game director is trying to achieve in specific areas. Games have the digital equivilent of a lighting director but who has precise control over lighting. If you have a unified renderer using a consistent set of rules, scenes in caves would be 80% solid black pixels because that's what it's light in a cave even when you have bright light source. A flaming torch will light maybe 10-12 ft around you but nothing more. A torch will light a very narrow beam a little way but nothing around you. Neither are desirable in a game like uncharted. Throwing reality and consistency out of the window, much like most films, really is the best way to do it.
The solution doesn't need to be photoaccurate - just consistent. The 'laws of physics' for the light - falloff, reflectivity etc. - can be customised. And then add unrealistic light sources as needed. What you certainly don't want is surfaces sometimes having shadows, sometimes not. That's not an artistic thing by intent!
 
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