UC4: Best looking gameplay? *SPOILS*

Status
Not open for further replies.
I'd be shocked if Neo didn't support HDR output. I personally haven't yet seen HDR content on a HDR compatible TV but everyone says it's really impressive. It would be nice to get Neo-patched-HDR games, on top of everything else that it will bring. I have no idea how difficult it is to implement or to 'patch' onto already released games.
 
Hell if this HDR thing works as impressive as they claimed then that along should help to boost Neo sale a lot. A game like UC4 would be a perfect demo reel for Sony.
 
Hell if this HDR thing works as impressive as they claimed then that along should help to boost Neo sale a lot. A game like UC4 would be a perfect demo reel for Sony.
Not sure about huge sales. HDR TVs are very much a new thing, most 4K TVs don't support it yet. But it would be great to have that option.
 
I'm gonna wait probably for the HDR technology to hit monitors/TVs before I buy anything new.

Seems like the new GPUs will all be supporting it, so I can buy a new GPU near the same time too.
 
I've noticed that even in some big levels with huge draw distance (Italy) the gameplay models holds up really well in comparison to cutscenes

Cutscenes:
uncharted4_athiefsendqxx7b.png

uncharted4_athiefsendl7z4o.png


Gameplay:
uncharted4_athiefsendsrlhy.png

uncharted4_athiefsendrqysm.png

uncharted4_athiefsenddzzxe.png

uncharted4_athiefsendtmb3y.png


Fabric/leather/skin detail is really great here
uncharted4_athiefsendllzwi.png


Another closeup from the gameplay model
uncharted4_athiefsendq2yiw.png


Which leads me to believe that shading is optimized on a per scene basis to reach a consistent 30 fps (as opposed to having a locked option), i'm guessing that would be easy to alter given twice the GPU perf (with the Neo).
 
Last edited:
I don't think the lighting is any different there compared to when he looks much worse, in technical terms I mean. It does look better than at its worst, but its still the same lighting solution. It's just that in certain ways of the gameplay lighting it highlights that systems deficiencies more than others. And most of the time it looks this good, so I am not complaining, believe me, I love the lighting in this game :D

There are only three levels of shader quality I've personally noticed that go in these tiers:

1) cutscene level in real-time is top-tier obviously, only available in most cutscenes and also in character viewer, this one also has the most sophisticated facial animation modeling by far

2) in-home Drake (and maybe in-caves Drake)

3) gameplay Drake for the rest of the game (and in some fixed camera cutscenes actually too, these scenes will have better facial animation than gameplay though of course, not as good as top-tier cutscene though)

In #3, the game does not switch to the cutscene-level shading quality every time there is a fixed camera cutscene, but it's not easily noticeable that it is only the gameplay lighting, simply because the lighting situation is not in a way that highlights lighting weaknesses.

For examples I would cite the fight between Drake and Nadine, and the scene after opening up the constellation door/window in Scotland cemetery (there are many others, I just remember these two at the moment).

Both scenes cut to fixed cameras and are essentially "cutscenes" but they do not actually use the maximum cutscene-grade level models, instead they use the gameplay models and shading/lighting. But they are in frames and lighting conditions where it won't be obvious that is what they are doing.

Basically what I'm trying to say is.... Naughty Dog clearly knows what they are doing ^^
 
Took some screens, if only I can remember why I took all of them :)

Here is Elena's model in gameplay (photomode).... in a way it looks better than Drake's face because it is so much rounder and smoother, easier to light :p

26909205120_eb39026854_o_d.png


Squinting

27115294781_377f30756e_o_d.png


Misaligned reflection map, well I guess being a static reflection map it can't always be aligned properly ^^ (there are others like this, like in Drake's Epilogue home in his house, the glass table in the living room also is just a simple reflection map that get misaligned easily)

27149586446_cdd193b98a_o_d.png


Second to none lighting :)

27115301541_3d33f7f2c9_o_d.png


Splashes, I now figured out what they do while spinning the camera in photo mode, they are all simple 2D transparencies, but very high quality and used very densely.

They also disappear if you try to move the camera viewing angle in the same plane as the 2D effect exists, so you will never see them "from the side", even while you near the same plane as in which they are drawn, they become half transparent, so you never see a poor looking splash effect :)

They also do a bit of shader refraction, same effect for the mud I believe, but that one is probably not transparent (though sometimes you kick up water and mud transparencies at the same time). They do not grow or change size from what I could tell during animation, but because they are so dense and appear and disappear according to the camera for maximum effects, and many of them can be on screen at once, so it still looks amazing :)

26909218390_17bc8567d6_o_d.png


26909215290_b220ecc2d6_o_d.png


27115309571_c7af5c8e7d_o_d.png


It's probably harder to tell in static screenshots, but those are all the same splash, and they look ever so slightly different per angle you look at the effect from, because different 2D transparencies appear and disappear depending on the viewing angle.

Extreme finger animating :p

27115319461_84d9dfc3af_o_d.png


Elena reacting to being splashed :p

27088552662_6788b6bfbd_o_d.png


And the nicest looking retro shader :p

26908119760_0db2d883b4_o_d.png
 
Here's another closeup from Drake (gameplay model) you can even see how derpy the screen space sss looks in some places but overall i think it looks great

27163123976_686fd47e9c_o.png


Definitely the most densely detailed gameplay model I've seen in a game :yep2:

Edit: Look how nicely shaded Sams jacket is here

uncharted4_athiefsendldxz9.png


Something that never appears on this scene and should only be there if you specifically select this skin through the unlockable bonus modes on a second play through...

SS SSS is also applied on Nates hands, and whole skin basically and not only his face during gameplay
uncharted4_athiefsenduoaas.png
 
Last edited:
His veins and muscles tense when in action (resized to save some bandwidth :p)

uncharted4_athiefsendoaau3.jpg

uncharted4_athiefsend71b0h.jpg


The metal bar sags due to Nates weight

uncharted4_athiefsendv7a40.jpg

uncharted4_athiefsend4zbfe.jpg


Materials are top class across the board

27164793996_0b844a7feb_o.png

26923527620_289a72cee2_o.png

27198368705_06e6161179_o.png


Nate under different lighting conditions during gameplay

26593479763_68563bc354_o.png

27129229761_b69dbe48a0_o.png

27198274605_d2e18df503_o.png

27102399012_41657c6b4c_o.png


I don't think it is posible to actually documment all the little details ND has put in Uncharted 4, pretty sure most people working at ND don't know every detail either :D
 
It might not be what each individual does that they forget, at least I'm assuming that most team members have very specific tasks to handle, and the team managers have to make sure it all falls under the right budgets I'm sure.

But all their contributions together and accounting for all the detailing and artistic decisions after the fact... that is probably super hard to recollect... but that's OK, I won't be upset if they can't :)

I think this will be my last batch of screens, and yes sorry for the bandwidth to those with low speed/bandwidth cap :D

Really like Rafe's design overall, he looks excellent

27135053881_0f3f4e943b_o_d.png


26597476164_e0c2925d5e_o_d.png


The fire effect is actually made of two parts it seems, the top of the flame is a 2D alpha transparency, and the lower part is a 3D mesh circling the upper part of the torch.

27203788755_ed2fbcb868_o_d.png


In-game SSS... lol.

27107431602_8662fe6be4_o_d.png


27169877756_427c1ffb86_o_d.png


How did Sully get up here? :D

26597427154_0d1002203e_o_d.png


27203963925_be61ee3975_o_d.png


26928620590_e8f538b6d5_o_d.png


27203644735_347a50cd4e_o_d.png


27203643155_0a0f32d3c6_o_d.png


Are these guys only in Crushing/Hard... I only really notice them in Crushing actually... they can make a difficult Crushing area much, much more difficult than it already is :)

26597223914_03c9e104b2_o_d.png


27169824696_762088bff1_o_d.png


27203637905_3a9e0dc2a8_o_d.png


27134680271_60b9f721b6_o_d.png


26597211504_33d11eaba9_o_d.png


Apologies to all ISPs worldwide, I hope I did not put them through too much trouble, thanks for the game Naughty Dog :)
 
All these shots looks superb on a phone, looks worse on a PC, really awesome in gameplay though.

Smaller screen makes everything looks better? Natural super sampling?
 
The animating and camera movement makes a big difference definitely. It's a lot of fun to pause the game in photo mode and just look around lol :p

Coming out of photomode and seeing the foliage animate though is a great treat. Very artistic and thoughtful with the way the foliage animations... almost like the foliage/environment sets the mood of scenes really well.

Also make sure your PC is outputting at full colour depth :D
 
While many of these screenshots are stunning, it would be much nicer to see actual gameplay screenshots rather than photomode screenshots.... yes, I know photomode doesn't add any extra detail vs the in game engine aside from some sharpening... but 1. sharpening can and does make a difference, but much more importantly 2. when you choose only small portions (the best parts) of the gameplay scene to screen grab, or you zoom in to something to show the (admittedly amazing) LOD level that generally would not be seen while playing the game, then you'r not showing the graphics as they represent actual gameplay.

The game looks amazing, I'd hope people can be confident enough in it's graphics to show what you actually see while playing the game as opposed to what you see when you pause the game, sharpen it up and hand pick the perfect angle/level of zoom. And yes, I do realise that a lot of the shots already posted actually are from direct gameplay. But many clearly are not.
 
All these shots looks superb on a phone, looks worse on a PC, really awesome in gameplay though.

Smaller screen makes everything looks better? Natural super sampling?

Fine detail is lost so the imperfections you would normally be able to see are thus invisible and your brain fills them in with something better. You get the same effect by looking at off screen photo's.
 
Status
Not open for further replies.
Back
Top