Uncharted 4: A Thief's End [PS4]

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Making the situation worse for everyone else is never a good way to promote anything. Besides, most games aren't anywhere near close to being ready for prime time on day1 anyways.
 
Two things to note from the trailer. Reflections seem pitch perfect once again (without any of the screen space artifacts)

15bsjo.jpg


This part specifically
uncharted4_story_eng2rqssn.gif


I am especially curious about their approach for reflections since I've been struggling with SSR in Driveclub, trying to get good looking screenshots in the rain and now i'm noticing them literally everywhere (screen space reflections are really popular nowadays [cost effective and they go well with deferred engines]). Another thing to note is the materials and texturing, which i think could be able to match/surpass The Order: 1886.

2ghsii.jpg
 
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Making the situation worse for everyone else is never a good way to promote anything. Besides, most games aren't anywhere near close to being ready for prime time on day1 anyways.

Naughty Dog had better do it for Uncharted 4 though..
 
Two things to note from the trailer. Reflections seem pitch perfect once again (without any of the screen space artifacts)

15bsjo.jpg


This part specifically
uncharted4_story_eng2rqssn.gif


I am especially curious about their approach for reflections since I've been struggling with SSR in Driveclub, trying to get good looking screenshots in the rain and now i'm noticing them literally everywhere (screen space reflections are really popular nowadays [cost effective and they go well with deferred engines]). Another thing to note is the materials and texturing, which i think could be able to match/surpass The Order: 1886.

2ghsii.jpg
Pretty sure that is a cubemap as the scene has no dynamic action so why use a reatime solution when a higher resolution static option can be used, ND are masters at balancing techniques. Other parts of the trailer show SSR artefacts so it seems most logical.
 
Two things to note from the trailer. Reflections seem pitch perfect once again (without any of the screen space artifacts)

15bsjo.jpg


This part specifically
uncharted4_story_eng2rqssn.gif


I am especially curious about their approach for reflections since I've been struggling with SSR in Driveclub, trying to get good looking screenshots in the rain and now i'm noticing them literally everywhere (screen space reflections are really popular nowadays [cost effective and they go well with deferred engines]). Another thing to note is the materials and texturing, which i think could be able to match/surpass The Order: 1886.

2ghsii.jpg

I think this has been said before but a lot of engines use good-old planar reflections for bodies of water. CryEngine does this for ocean reflections.
 
There seems to be some sort of short lod adjustment period each time the camera moves (or a character/object is passing through, although that's hard to notice since it's only part of the screen):
1eckvo.gif


That's why i thought it might be something done in screen space. But i don't know too much about how their engine works and i'm not a reflections expert either.
 
They needed basically 3 years to make this game. So 3 years (minimum) to wait for TLOU2? Ugh.

I would have preferred TLOU2 instead of this one. At the end of the day, it's just an Uncharted game whatever the graphics improvements. We already had 3. That's enough.
 
Who decides how many Uncharted games are enough? Myself I can never get enough of Uncharted. Part 3 was actually the best game; the most intense combined with the best gameplay mechanics as well as set pieces. With 4 they are taking it even further. And Naughty Dog always delivers.

If you are talking about Forza, Assassins Creed, Gears of War, Farcry, and other franchise titles which have yearly entries; then I agree; between those games there is so little visual or gameplay difference that they could easily be mistaken for Map packs or DLC.

With uncharted? no way :)
 
They needed basically 3 years to make this game. So 3 years (minimum) to wait for TLOU2? Ugh.

Naughty Dog have 2 teams. The Last of Us came 19 months after Uncharted 3 - that's a year and a half on the crazy architecture that was PS3. And thats with the overhead of building new IP from the ground up.

I crave more Last of Us too but I can't see how Last of Us 2 would work. In 'Grounded - the Making of The Last of Us' documentary, Neil Druckmann explained that the game was about the relationship that was built between Joel and Ellie over the course of their journey. That's why they couldn't just have Joel and his daughter, because that parental instinct to do anything to save her would have been there from day 1 and climatic end and the relationship would have nowhere to go. The Last of Us writing worked because the characters started out resenting each other and that changers over the course of the journey year.

Take that away and it's Uncharted without ammo or jokes (or Chloe's arse) :runaway:
 
Naughty Dog have 2 teams. The Last of Us came 19 months after Uncharted 3 - that's a year and a half on the crazy architecture that was PS3. And thats with the overhead of building new IP from the ground up.

One of the bosses [Ballestra] talked about current state of studio. They have main team that works on a current big project, and smaller preproduction team that works on future stuff [plus if needed, small tech teams that work on stuff like TLOUR]. They don't have two big internal teams.
 
They needed basically 3 years to make this game. So 3 years (minimum) to wait for TLOU2? Ugh.

I would have preferred TLOU2 instead of this one. At the end of the day, it's just an Uncharted game whatever the graphics improvements. We already had 3. That's enough.

I don't think the next game will take as much as U4 did, they had to figure out a lot of stuff for this game (even changing the main story line).
 
One of the bosses [Ballestra] talked about current state of studio. They have main team that works on a current big project, and smaller preproduction team that works on future stuff [plus if needed, small tech teams that work on stuff like TLOUR]. They don't have two big internal teams.

They don't need two full teams, that was the point of resourcing differently. Early on you're doing concept art, later actual game art. Early on fundamental engine changes, later on tweaks and fixes. No matter the proportional size of the teams at any given time there is no denying they delivered TLOU a year and a half after U3. Then the PS4 remaster a year later. U4 is 22 months later but that project was reset halfway through.

It's not three years between games.
 
If it helps, another example of what i posted in the previous page
u4reflections5kksa.gif


In static images, first frame after camera changes position
firstframex4kkd.jpg

~20 frames later
someframelaterontlk9x.jpg
 
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And to get to a point, i made a gif for those who don't know what is the problem with the current use of screen space reflections (which only take into account what the camera sees), might ruin some games for you :p

The best example i could find was this from the latest Mirror's Edge Catalyst trailer(which is probably using the Stochastic SS reflections showcased by Dice in SIGGRAPH)
screenspacereflcetion26s5j.gif


And an image (look at the reflections of the soldiers in the background and the red glow around the man with the black suit, almost like an outer glow effect in photoshop)
mirrosedgeboxjc.jpg


Another quirk is that the reflective area must always be smaller in size than the objects reflected, in order to reflect the correct information, which also limits the potential camera angles you can use if you want to avoid distracting artifacts (although many games switch between cubemap reflections and ssr as a band-aid for that issue).

If U4 isn't using any form of SSR in cutscenes i'd say that's for the best, i also posted some examples in this page and the previous one for anyone with insight into what that is (i couldn't find anything similar in the games I've tried).
 
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Dude seriously with the huge amount of pictures. I get it, you like making GIFs but these aren't even of Uncharted. Just post links to pictures and GIFs. People who want to see them will click them. Take a leaf out of Karamazov's book.

For the love of god, please stop bloating all threads with megabytes of bloody pictures!!! :devilish:
 
Dude seriously with the huge amount of pictures. I get it, you like making GIFs but these aren't even of Uncharted. Just post links to pictures and GIF. People who want to see them will click them. Take a leaf out of Kamarov's bool.

For the love of god, please stop bloating all threads with megabytes of bloody pictures!!! :devilish:
The guy is creative! Let him be creative! He was born this way!
 
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