Uncharted 4: A Thief's End [PS4]

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Which is what's not happening in Cluckos's clip, AFAICS. It's very brief, but the light rays are visible with the sky occluded. We need a clearer example.
The only way to know if they're not screen space shadows is if they work while looking away from the light source.

BGWy2nl.jpg
 
If a screen space ray is derived from a bright spot in the render as HTupolev suggests, then UC4 isn't doing that AFAICS in that clip. There is no bright spot behind that crepuscular ray.

Image1.jpg

There are brighter points around the ray, so it's clearly not just stretching the brightest area to form the ray. However, it's also not particularly consistent. Why the ray there but not anywhere else?

However, there's no volumetric lighting solution through. At 15:11 there are no volumetric shadows in all that dust... Image2.jpg

Also I'm not a fan of the 'GI'. The bounce lighting is just a simple uplight term, or at least has such results. So Drake's arms glow orange under the bridge while attaching the chain, and we get these odd radioactive rocks...

Image3.jpg
 
Maybe they actually made fat drake. But they make it with too much detail and physics. They don't want to downgrade it to be able to put it in the game

Plus Drake gets trapped in tight spaces at times and honestly hiding behind cover just wouldn't work...it would be like an extreme hard difficulty mode where people blame the game for holding them back while ordering more pizza.
 
Plus Drake gets trapped in tight spaces at times and honestly hiding behind cover just wouldn't work...it would be like an extreme hard difficulty mode where people blame the game for holding them back while ordering more pizza.
Perhaps they can make donut jelly drake. That would make him flexible to squish into tight spaces
 
However, there's no volumetric lighting solution through. At 15:11 there are no volumetric shadows in all that dust...

Volumetrics are not that general and robust in most rendering engines. Usually, those crepuscular rays are just a full screen shader that ray marches against the depth-buffer doing tests against the shadowmap. The final result is composited on top of the final frame. If there were particles within that volume, they generaly don't affect the rays, nor do the rays affect the particles. One just gets composited on top of the other, depending on implementation. Some engines do make the same kind of volumetric shadow testing within the bounds of particles when rendering them, but thats an expensive effect on its own, more so for alpha blendes particles where most engines try to use simpler shaders. By the look of past footage, it seems U4 particles do recieve shadows, but only against one depth slice at its centre, making them look somewhat flat. MGSV does the same thing. Frostbite team presented a diferent global solution for volumetrics on past siggraph in which particles do increase the scattering of light and even oclude it. No released games use it this far.

Also I'm not a fan of the 'GI'. The bounce lighting is just a simple uplight term, or at least has such results. So Drake's arms glow orange under the bridge while attaching the chain, and we get these odd radioactive rocks...

I agree with you on that, and that radioactive mud blob looked positively horrendous. It almoat looks like it got lightmaped with the rest of the environment and isn't using the environmental probes correctly. GI is certainly heavy handed in this game, and so is their character AO.
 
If a screen space ray is derived from a bright spot in the render as HTupolev suggests, then UC4 isn't doing that AFAICS in that clip. There is no bright spot behind that crepuscular ray.

View attachment 1232

There are brighter points around the ray, so it's clearly not just stretching the brightest area to form the ray. However, it's also not particularly consistent. Why the ray there but not anywhere else?

However, there's no volumetric lighting solution through. At 15:11 there are no volumetric shadows in all that dust... View attachment 1233

Also I'm not a fan of the 'GI'. The bounce lighting is just a simple uplight term, or at least has such results. So Drake's arms glow orange under the bridge while attaching the chain, and we get these odd radioactive rocks...

View attachment 1234

We know that the game supports volumetric spotlights. As you mention, that ray of light is alone so it could be very well a hand placed volumetric spotlight. ND artists are detail freaks after all.
 
I think that's unlikely. U3 had proper dynamic volumetrics ons ps3, in a gen where you could count the number of games with that sort of effect in the fingers of a hand...
 
I think that's unlikely. U3 had proper dynamic volumetrics ons ps3, in a gen where you could count the number of games with that sort of effect in the fingers of a hand...

Two examples of what milk is talking about
https://farm6.staticflickr.com/5735/21939424639_e33818cbe6_o.jpg
https://farm1.staticflickr.com/697/21972707088_5f54119ca9_o.jpg

It'll be interesting to see how they handle volumetrics in the final game, although i'll be disappointed if they don't make use of volumetric shadows (present in the beta menu running at 60 fps) at least for the night time parts of the game
 
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Oh and about the radioactive rocks/mud, to be fair madagascar mud and rocks (and specifically the parts they modeled assets after) look very much radioactive :p

tumblr_m07y3cZtlL1qdcasso1_540.jpg

http://i1.trekearth.com/photos/95819/geyser_ampefy.jpg
http://photos.travellerspoint.com/22524/large_madagascar_107.jpg
http://4.bp.blogspot.com/-173Tqc3Wj...-SXdYHJN0/s1600/Analavory---voyage-forum.jpeg
http://tiffanystravels.smugmug.com/Motorcycle-Travel/Madagascar-3/i-bNkJSXb/0/M/IMG_8307-M.jpg
http://overlandjunction.com/wp-content/uploads/2016/02/tiffany-madagascar.jpg

And i think the GI implementation in the game looks very pleasing in some parts, some examples:
http://abload.de/img/0bauai.jpg
http://abload.de/img/19gucs.jpg
http://abload.de/img/2hvumb.jpg
http://abload.de/img/3nhua9.jpg
http://abload.de/img/4hiubk.jpg

It reminds me of The Witness, but unlike TW GI in U4 is fairly dynamic, at least for movable objects, they all seem to be lit correctly when moved.
 
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The radioactive ones were some bits knoked into shadow by the jeep that stayed lit as if still recieving sunlight at some point in some demo...
 
Maybe they really are radioactive so that's the way they should normally look.

Plot twist: Nathan will have to kill all the numerous and dangerous mutants (created by the radioactive rocks) that live on this island (think about this, why does he murder all the people he meets along the way in the preview? no other justification IMO). Final plot twist: In the end Sully finally reveals that he is himself a mutant, his cigars were a medicine he had to smoke to hide his true identity. Nate discovers this and kills him. Sully being the final boss of the game.

Remember that Sully is technically also a thief: Sully's end.
 
I was so sad I didnt yet have a ps4 to play this game, but with that shittyass story Ive now become glad.

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Maybe they really are radioactive so that's the way they should normally look.

Plot twist: Nathan will have to kill all the numerous and dangerous mutants (created by the radioactive rocks) that live on this island (think about this, why does he murder all the people he meets along the way in the preview? no other justification IMO). Final plot twist: In the end Sully finally reveals that he is himself a mutant, his cigars were a medicine he had to smoke to hide his true identity. Nate discovers this and kills him. Sully being the final boss of the game.

Remember that Sully is technically also a thief: Sully's end.

Dude! You just broke the NDA for the story DLC. Man...
 
I think that's unlikely. U3 had proper dynamic volumetrics ons ps3, in a gen where you could count the number of games with that sort of effect in the fingers of a hand...
They were also used very sparsely as it seems to be the case in this game as well.
 
The part in the water was lovely, another TLOU influence btw (underwater gameplay). Makes me think, this time the "city" at the end (if there is one) might be underwater :D
 
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