Uncharted 3

bird_eating_spider01.jpg


:oops:

Once, when I was in Kenya, we came across a small monkey that was being eaten by a spider the size of Xbox and the silk in it's web was so sticky that it ripped your skin off if you were unlucky, or stupid, enough to touch it. It was like super glue....

I really like birds, though.:cry:
 
You can tell straight away from the character detail in the cutscenes compared to the gameplay ones as you could with Uncharted 2 that there is no way they are running real time. Uncharted franchise blends the transition from cutscene to gameplay very well in their games as does GoW3 which makes for no surprise as to how well people are tricked into thinking these are in-game when they are in fact pre-rendered on PC with much better assets.


Transitions to pre rendered cutscene are obvious in the games as there are a few seconds of black screen and disc access before them. That whole E3 presentation is seemless gameplay (not the trailer obviously) and looks fantastic. The in game segments in Uncharted 2 are the most impressive anyway (like the falling hotel).

Also GOW rarely uses pre rendered cutscenes.
 
Transitions to pre rendered cutscene are obvious in the games as there are a few seconds of black screen and disc access before them. That whole E3 presentation is seemless gameplay (not the trailer obviously) and looks fantastic. The in game segments in Uncharted 2 are the most impressive anyway (like the falling hotel).

Really ? I guess I have to see it for myself ! I remember Heavenly Sword could toggle between videos (I assumed they were videos) and gameplay seamlessly.

The gameplay segments and seamless transition blew my mind nonetheless. [Off to watch trailer] *more expletives*

Real life. Oh the joys of nature!

I thought the bird crashed into the hanging spider mid-air. Happened to my friend. A crow ran into his stomach because the wind was too strong. I :LOL:
 
Transitions to pre rendered cutscene are obvious in the games as there are a few seconds of black screen and disc access before them. That whole E3 presentation is seemless gameplay (not the trailer obviously) and looks fantastic. The in game segments in Uncharted 2 are the most impressive anyway (like the falling hotel).

Also GOW rarely uses pre rendered cutscenes.

Yep only 3 (or was it 4?) cutscenes in GOW3 are pre recorded.
As for UC2, they use higher quality lighting and skin shading, the models themselves are similar as highest LOD ingame models and Drake in particular never gets any LOD at all, no matter how far he is on screen he is always the cutscene model minus the higher quality skin shading.
 
Rewatched the trailer a few times. It does look like the bulk of that E3 gameplay segment are all real-time. [Wipe tears from eyes] Man, these guys deserve a Nobel Prize. :LOL:

It's the same rough sea renderer as KillZone 3, but the mood is completely different. Brilliant !
 
Rewatched the trailer a few times. It does look like the bulk of that E3 gameplay segment are all real-time. [Wipe tears from eyes] Man, these guys deserve a Nobel Prize. :LOL:

It's the same rough sea renderer as KillZone 3, but the mood is completely different. Brilliant !

Even if some or all the cut-scenes are just videos. What difference does it make?
 
Transitions to pre rendered cutscene are obvious in the games as there are a few seconds of black screen and disc access before them.

Mass Effect 2 transitions were nearly nonexistent. The final mission changed between realtime and FMV scenes effortlessly, I think the music didn't even stop through the changes.
 
Even if some or all the cut-scenes are just videos. What difference does it make?

Depends on how well they do it. If it's sloppy, the transitions can be very jarring. It also means I can play that segment from beginning to end uninterrupted.

If it's real-time graphics, techies and hobbyists love to analyze the image quality, animation and framerate. If it's video, well... there's less to talk about since the developers can pre-render the scene with no time and resource constraints. ^_^



Mass Effect 2 transitions were nearly nonexistent. The final mission changed between realtime and FMV scenes effortlessly, I think the music didn't even stop through the changes.

I think he's refering to the breaks between levels. ME2 returns you back to the ship and there's load time. If you go to different part of the ship, it also loads a new level. U2 streams the whole adventure and hide the load time with streaming cutscenes. I think the designers just plan it differently.
 
Rewatched the trailer a few times. It does look like the bulk of that E3 gameplay segment are all real-time. [Wipe tears from eyes] Man, these guys deserve a Nobel Prize. :LOL:

It's the same rough sea renderer as KillZone 3, but the mood is completely different. Brilliant !

On the Giant Bombcast there were some ND guys, and they talked about this section for a bit. They consider the boat section a lot like their Train section in part 2. The boat is a big box that they can move at will, but at the same time detailed parts of the environment are still streamed into that box to keep it so large and detailed at the same time. They also talked about how there were various different water renderers at work. The sea one is very rough, while someone came up with a far more detailed and realistic one that they decided to use for some of the inside water, for instance.
 
Mass Effect 2 transitions were nearly nonexistent. The final mission changed between realtime and FMV scenes effortlessly, I think the music didn't even stop through the changes.

Just referring to Uncharted games there :smile: I know other games can do it seemlessly. Portal 2 is a recent example for the final scenes..
 
On the Giant Bombcast there were some ND guys, and they talked about this section for a bit. They consider the boat section a lot like their Train section in part 2. The boat is a big box that they can move at will, but at the same time detailed parts of the environment are still streamed into that box to keep it so large and detailed at the same time. They also talked about how there were various different water renderers at work. The sea one is very rough, while someone came up with a far more detailed and realistic one that they decided to use for some of the inside water, for instance.

Yeah I noticed the different water renderers (Rain, puddles, swimming pool, under-water, sea, flash flood). Very nice !

Will find that GiantBomb link.

Really happy that another game besides KZ2 has reached this level of presentation. The first time I played KZ2, I get this uncanny sense of "being there". KZ3 is stronger than KZ2 but it didn't manage to hit this level of immersion. Hope ND pull through for the rest of the game.
 
Found this on GAF also. Was asking myself the very same question:
"Can Uncharted 3 benefit from LA Noire's facial capture tech ?"

[gt]715855[/gt]
 
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