UC4: Best looking gameplay? *SPOILS*

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Do you guys imagine the Libertalia island in PSVR?. We could take a nap in a cave with a waterfall...so relaxing...and without getting wet!.
I sure can imagine half of the foliage would get culled away along with reduced texture res and a whole bunch of missing eye candies:LOL:, maybe a PS5 remaster VR version would get you that feeling.
 
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.
Allow me then.
Gameplay
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Photomode
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Full blown (hands, face, skin in general) subsurface on Scotland too (gameplay)

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His shirt is affected by the wind (this costume is not used in this level as you already know so that is an interesting detail)

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It's also moving differently depending on his stance (his hands reduce upper movement, blocking the wind here)

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Allow me then.
Gameplay

Much better, although where is the character model in the 7th shot? It this just a weird camera angle or a transition scene between cutscene and gameplay?

Note I have watched tons of walkthrough footage online already so I am quite familiar with how the game looks, especially the epilogue which is simply stunning.
 
One thing i really like and it's one thing i was praising witcher 3 to high heavens about, everything moves! And it's affected by wind, explosions players/npcs and whatnot, foliage in every level has nice animation tied to it and probably tied to the wind system which is affecting his shirt too. Wish more games did that and that doesn't translate well into static pictures :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.
80%+ of the shots I've taken are in gameplay. And the photo mode truly does look no better than gameplay, except a little better LOD. That's literally the only difference.

The first 2000 (yes, 2000) shots I've taken here are gameplay (or cutscene without photomode), and some after are also gameplay: https://www.flickr.com/photos/133846393@N03/albums/72157667990460981
 
Soft shadows in Scotland, i think they are slightly dithered and blurred afterwards but i'm not 100% sure, they look great in motion/stills (also notice the indirect shadow on top of the main shadow cast by the primary light source)

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Once again, material shading is one of the best I've ever seen

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Wet rocks are more reflective than snow/grass, indirect shadows (similar to TLOU) "ground" the characters into the scene. Also, photomode doesn't have better LOD than gameplay, it's just that you can zoom in on assets more and see the best LOD available, not many games hold up to such scrutiny as well as Uncharted 4 does.
 
Much better, although where is the character model in the 7th shot? It this just a weird camera angle or a transition scene between cutscene and gameplay?

Note I have watched tons of walkthrough footage online already so I am quite familiar with how the game looks, especially the epilogue which is simply stunning.
The last three shots are actually photomode as I've put a notification in my post which you probably missed.
 
Also, photomode doesn't have better LOD than gameplay, it's just that you can zoom in on assets more and see the best LOD available, not many games hold up to such scrutiny as well as Uncharted 4 does.

That could well be why they included photomode in the first place. i.e. they want you to be able to see the incredibly detailed LOD's that you would not get to see under most normal gameplay circumstances. Or vice versa, Sony and ND wanted people to be taking lots of pics of this game (since they knew it was going to look great) for free publicity, thus the included of a photomode along with super detailed LOD's that would allow for awesome screenshots.

I'm not taking away from the gameplay graphics here btw, they do look incredible, but a lot of the very close up shots of faces and materials just aren't representative of what you see while actually playing the game.
 
Unless of course you are playing the game with a magnifying scope :p

That's true for every game, and we get close up screenshots in every game too. Material shading doesn't change depending on how zoomed in you are just that you see more details.
 
I sure can imagine half of the foliage would get culled away along with reduced texture res and a whole bunch of missing eye candies:LOL:, maybe a PS5 remaster VR version would get you that feeling.
In theory Neo GPU upgrade could do take it (besides if true, the rumored triangle culling by hardware could be great for rendering jungles) without downgrades to 60 fps but I don´t know if the CPU upgrade will be enough to reach the constants 60 fps. On the other hand, curiously, playing the game I had the sensation the jungle parts with a lot of foliage were running at a faster frame rate than the rest of the game. Strange because i think it is 30 fps locked. Maybe the motion blur technique is different with a lot of foliage?.
 
That's true for every game, and we get close up screenshots in every game too. Material shading doesn't change depending on how zoomed in you are just that you see more details.

Not every game has a photomode and so not every game allows for the prevalence of close up shots that we're seeing with UC4. The level of detail you've shown in some of your shots attributed to character models or clothing for example don't apply unless you're zoomed in, and that level of zoom is only achievable (outside of rare corner cases) via something like photomode.

Example:

Zoomed in:
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vs normal gameplay distance:
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I mean you're not going to see chest hair on a person that fine at 1080p even on a high quality 1080p video of a real person lol, you will need much thicker chest hair than Drake first of all (I have more, you would be able to see mine from so far, but not Drake's :D)

Even if I took that same shot from photo mode, you would still not see the chest hair at that distance. 1080p is not high enough resolution for that. The LOD may unload it at sufficiently high distances, but for the most part it is still there, it is simply that the 1080p resolution cannot resolve such a small detail at that distance.

But in gameplay those details *are* there when you push the camera up close to Drake when you walk up to a wall or something. They genuinely do have the same details in gameplay at the same quality.

Here is slightly closer, you can see the hair detail is already there, but since it is so small it is very faint at 1080p resolution.

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Here his chest hair is actually visible faintly under the water.

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Again chest hair from a similarly moderate distance to the point it is just visible as small markings.

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Was looking for this picture again, this is gameplay:

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Here you are close enough to resolve such a micro-detail at 1080p resolution. The detail essentially always there, it's just a matter of being close enough to actually see it clearly at 1080p. If the game could run at 4K (Neo? :p) it would be easily seen at a distance even with the same LOD as this vanilla PS4 version.

And here is a better one, I booted the game up specifically to take this, in gameplay of course.

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Same picture zoomed in:

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You'd need something like 8-16k resolution to see those details when the camera pans out. And it would be a waste of resource if you had everything on at the same time no matter the distance. LOD is not something new in games and it exists for a reason, every game has LOD systems. We are talking about the gameplay model which is the same as photomode if you get up close as i've posted this 3 times already:


This is purely gameplay, no photomode, no cutscene. Should we be adding more restrictions to what we consider gameplay? Such as
  • Only from 100 meters away
  • Only with 125 fov exactly
  • Only when the playable space exceeds a certain m^2 size
 
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I'm not saying photomode adds more detail, I'm saying it allows you to zoom in on items or characters much more closely then you would normally be able to do in a gameplay scenario thus giving to access to LOD's that normally wouldn't be loaded.

From close up, UC4's character models look better than any other game, this is true. But from a normal gameplay distance, I honestly don't think they look any better than Tombraider or Quantum Break. But since neither of those games feature a photomode that allows extreme zooming, it's less of an issue for them.

And I disagree that the loss of detail as the camera moves out reflects real life. Of course you lose visual information in real life as you move away from something, but the rate at which detail is lost is considerably higher, not just in UC4, but in any computer game.

Take this distant shot of CG Arnold from Terminator Genisys for example. It's clear that there is a huge amount of detail in the character even from this distance:

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I do own both Rise of the Tomb Raider and Quantum Break, be right back with screenshots from "normal distance".
 
You'd need something like 8-16k resolution to see those details when the camera pans out. And it would be a waste of resource if you had everything on at the same time no matter the distance. LOD is something new in games and it exists for a reason, every game has LOD systems. We are talking about the gameplay model which is the same as photomode if you get up close as i've posted this 3 times already:

I'm fully aware of what LOD is and why it's used. No one is suggesting that the highest level of LOD is used at all times, merely that constantly posting shots of the games assets at their highest possible LOD that is generally not visible in normal gameplay does not represent the games graphics as would be seen when playing it.

This is purely gameplay, no photomode, no cutscene. Should we be adding more restrictions to what we consider gameplay? Such as
  • Only from 100 meters away
  • Only with 125 fov exactly
  • Only when the playable space exceeds a certain m^2 size

How about you just post shots of what the game looks like when you play it rather than when you pause it and zoom in on something to load an LOD that wouldn't be visible while you're playing it?
 
I do own both Rise of the Tomb Raider and Quantum Break, be right back with screenshots from "normal distance".

Don't bother, there are plenty available on line. For instance:

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I'm not seeing how the gameplay distance character models I screenshotted above are particularly better than this. When zoomed in it is a different story of course.
 
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