UC4: Best looking gameplay? *SPOILS*

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Yeah, and i find it quite amusing how VFX_Veteran has his mind blown by the lighting in QB (which can look great in-doors but is pretty disappointing in outdoor areas: http://abload.de/img/quantumbreak5_2_20161psjlq.png | http://abload.de/img/quantumbreak5_2_20161kekf0.png) and completely ignores TTC, which is doing much more technically (with trade-offs, as always). I think TTC looks better overall (in lighting purely), and more stable (voxel cone traced 3 bounce GI, incredible AO, raymarched reflections, emissive and translucent materials, occlusion in smoke and much more)

TomorrowChildren02.jpg

TomorrowChildren20.jpg

TomorrowChildren25.jpg

TomorrowChildren26.jpg


But of course, this is a Ps4 exclusive so it's the spawn of the devil etc. Even though Q-Games isn't a first party studio, and what they've done with TTC is mighty impressive (and still has flaws).
 
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From the beta, subsurface on ice
thetomorrowchildrenbej7a0j.jpg


Lighting in door by indirect light source + one internal light
thetomorrowchildrenbeswy3j.jpg


Lighting AO and subsurface again (and that is on fully destructible geometry)
AH3Ke1z.png


Don't know, maybe the PC port has soured me on QB (a month after release it's still disappointingly bad, way worse than Arkham Knight ever was and i paid full price for it), maybe it's the most technically accompliced game of all time, i just don't see it when playing the game, it has so many flaws (lod [seriously some jarring lod transitions], shadow res and lod, volumetric light res, absence of volumetric shadows from most volumetric light sources which Alan Wake had, low res screen space effects, ao artifacts because of low res ao, screen space gi, screen space ao, screen space specular etc.) that make the end result and technical achievement seem less impressive. It's like you had to cut off a leg and an arm to survive an almost impossible encounter, yes you did survive but you still don't have an arm and a leg.
 
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Yeah, and i find it quite amusing how VFX_Veteran has his mind blown by the lighting in QB (which can look great in-doors but is pretty disappointing in outdoor areas: http://abload.de/img/quantumbreak5_2_20161psjlq.png | http://abload.de/img/quantumbreak5_2_20161kekf0.png) and completely ignores TTC, which is doing much more technically (with trade-offs, as always). I think TTC looks better overall (in lighting purely), and more stable (voxel cone traced 3 bounce GI, incredible AO, raymarched reflections, emissive and translucent materials, occlusion in smoke and much more)

TomorrowChildren01.jpg
That's an artist's mockup of what they were aiming for.
 
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Picture or it didn't happen. Hehe
sure timestapped and all :sly:, see the site flipcode (which shut down about a decade ago) if you can't find it, I'll supply a link (yes the image aint great & is the most basic of scenes) but its A/ correct & B/ its realtime (but remember then pc's were ~10,000x less powerful than today)
 
Even DigitalFoundry confirms UC4 is THE most technically accomplished console game on the market today by dark10x
http://www.neogaf.com/forum/showpost.php?p=202711333&postcount=1111
Uncharted 4 is THE most technically accomplished console game on the market today. I guarantee people are going to be absolutely floored by what has been accomplished here - and not just the big stuff either. There are a lot of techniques used in UC4 that really should be adopted by other studios, if possible, as they truly are a game changer.
 
Finally some confirmation from someone who played the game and has technical insight, i was starting to think I'm taking crazy pills by being impressed by what's on display (I've spoiled myself in some environments, have seen almost nothing from cutscenes).
 
DF doesn't understand rendering. They know how to connect equipment up to a PC/console to measure and graph the framerates, and that's it.

They can't even get a GTX970 to run QB when pretty much everyone else runs it fine.
 
Best lighting must be the Tomorrow Children...exactly what Shifty says: art is bad as hell, but it looks like ugly dolls in a real world.

To me lighting of TC >> lighting of every other game (except the first UE4 demo, before they get rid of it). If lighting is the most important thing in graphics, TC is consequently the game with best graphics evaaaaaa.

It's not really an issue in TTC since they aimed for a very stylized art style.

IMO, everything is coherent in their game : they put a lot of resources in their lighting tech but they were not over ambitious in other aspects : details, animation, polygons, etc.
 
Mate you don't know what properly means, for GI to be 'proper' it can't been done in screenspace, that just the bald truth. You can do other things eg AO in screenspace. I've done 'proper' GI in realtime over a decade ago, yes with an extremely simple scene and with low quality but its accurate.

Maybe this is why The Tomorrow Children doesn't use any screen space reflection to achieve its real-time GI ?
 
I read a youtube comment the other day "other devs must be thinking they got the wrong dev kit" can't say I disagree looking at those screens.

To be honest, i didn't think Uncharted 4 would be able to beat The Order in terms of visuals, simply because of the resolution differential + the incredibly more open environments. Now looking at those screens I'm thinking what they've accompliced with a Ps4 is quite an achievement.
 
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Agreed! I shared the same feeling until I stumbled upon those screens, I guess it could also mean a lot of things here including budget, relation with ICE team, experience and dev time. If ND were to develop The Order it would probably end up looking even crazier than what we have now.
 
Mate you don't know what properly means, for GI to be 'proper' it can't been done in screenspace, that just the bald truth. You can do other things eg AO in screenspace. I've done 'proper' GI in realtime over a decade ago, yes with an extremely simple scene and with low quality but its accurate.

Of course I know what proper GI is. I've known for a long time as well and work with it on a daily basis. The fact is, games are no where near getting "proper" rendering techniques -- so let's not go there.
 
Clukos,

There are only 2 games that I know of that use true ray-marched volume lighting with shadow casting and volume smoke with self-shadowing: (1) Lords of the Fallen (volume lighting that casts real dynamic shadows), and (2) Batman:AK with Nvidia FX feature for batmobile smoke.
 
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