Uncharted 4: A Thief's End [PS4]

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There's gotta be some new tech and trickeries going on under the hood to make it look this crazy. I'm most interested in what parts of the graphics does the gpu computing process in the pipeline and how * SPOILER *Elena and Chloe look in their new gen form:).

8 GB videoram..
 
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Quick somebody start up a blog and start posting tech articles derived from questionably linked jumps in logic, block posters who politely but thoroughly breakdown the flaws in that logic, and become a beacon for a world record breaking armada of insiders who tell us PS4 just unleashed its hidden graphics processing hardware.

Can I at least get this done in the morning? I am a bit tired today..

Anyway, Ryse looks good so I see U4 as being plausible. Gameplay gfx I am curious about, how much different will it be.
 
Quick somebody start up a blog and start posting tech articles derived from questionably linked jumps in logic, block posters who politely but thoroughly breakdown the flaws in that logic, and become a beacon for a world record breaking armada of insiders who tell us PS4 just unleashed its hidden graphics processing hardware.

Or tell them that this is the first round of "real" PS4 games that are not ports or quickly hashed out launch window exclusives.

I'm particularly interested in how they leverage GPGPU in the game.
 
I suspect there's some degree of extra sampling or another, yeah. Raw 1-sample-per-pixel with spatial analytical cleanup simply doesn't give clean results on thin details; you usually at least need to resolve things into recognizable stairsteps before the post can do its job correctly.

Maybe they use some form of temporal reprojection to use some extra sample... I am surprised by the 60 FPS choice...
 
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Even if that IQ level isn't playable in a real world game environment and its just a tailored cut-scene running at 1920x1080 @ 60 its still impressive. I haven't seen anything come close to that this gen. I still question if they can deliver that level of detail in a retail package (@60fps) but ND certainly has the talent to do so.
 
Just a question guys, can shader complexity substitute for pure polygon count to get these kinds of results? I know that they said that Nate's new model is twice as much as Joel, but that's still not much for last gen in game joel model compared to other next gen models.
 
Just a question guys, can shader complexity substitute for pure polygon count to get these kinds of results? I know that they said that Nate's new model is twice as much as Joel, but that's still not much for last gen in game joel model compared to other next gen models.

They didn't specify which one of Joel's models - is it double the highest LOD (cutscenes model)? If so, that's quite impressive.

All the skepticism is baffling. We saw the Sorcerer demo thing from QT with what, 1M polys? In a closed environment much like the one on the UC4 video. How does Nate not looks doable?

Actually, he looks very doable, always has. :runaway:
 
Its just insane to think about. Ryse's models looked amazing for launch and obviously even right now. That's crytek with an 80,000 polygon budget for major NPC's and advanced shaders. Have naughty REALLY managed to get so far beyond that level in such an early stage of the console's life AND at twice the framerate and significantly higher resolution?

Naughty are wizards..but even i am feeling anxious to see if they can live up to the hype come crunch time.
 
Its just insane to think about. Ryse's models looked amazing for launch and obviously even right now. That's crytek with an 80,000 polygon budget for major NPC's and advanced shaders. Have naughty REALLY managed to get so far beyond that level in such an early stage of the console's life AND at twice the framerate and significantly higher resolution?

Naughty are wizards..but even i am feeling anxious to see if they can live up to the hype come crunch time.

Naughty Dog have never been ones to bullshot&disappoint. This particular scene has one thing moving(the hottie). Everything else is pretty much blurred to oblivion. So I can't see why a PS4 wouldn't be able to produce one extremely good looking model. Heck even the facial animation has that real time feel to it. Too stiff to be CGI. It's just a lot of polys, good shaders and some insane IQ, which we have already been shocked by in Infamous.
 
we may have amazing games in the first two years oh these consoles'life and not much room for improvement in the future since they are way easier to develop for.

the scene shown may not be vastly more complex than Ryse's maybe, but the resolution and framerate are a big step up.
 
the scene shown may not be vastly more complex than Ryse's maybe, but the resolution and framerate are a big step up.
Given the ubiquity of blur in U4, I question that. Scale the U4 down to 900p and then upscale it to 1080p, and the deviation even of a crappy trilinear upscale is miniscule. For some stuff like some of the letters it makes a difference, but I'd hardly call it a big step up. Not even a step up. A marginal improvement. Framerate's obviously a big step up (and in motion that mitigates the resolution advantage even moreso).
 
we may have amazing games in the first two years oh these consoles'life and not much room for improvement in the future since they are way easier to develop for.

the scene shown may not be vastly more complex than Ryse's maybe, but the resolution and framerate are a big step up.

How is running this game at 1080p/60fps not indicative of immense headroom? Cut the fps in TLOU2 on ps4 to half and you suddenly have theoretically twice as much detail in an instant. Not to mention further optimization, experience gained and more ram availability in the coming years to allow for drastic improvements, I'm sure of it.
 
From Digital Foundry: "We've studied the video in a little more depth and have concluded that it's definitely running at native 1080p resolution (as opposed to being rendered at a very high resolution, then scaled down - a process known as super-sampling). Small clipping anomalies, a touch of specular aliasing on Nate's shirt as he sits up, along with some shadow aliasing on his forehead also suggest a real-time render. On the face of it, we're still looking at some pretty incredible anti-aliasing here for a real-time technique on a game running at 60fps, particularly when it comes to the perfect, artefact-free rendering of Nate's hair - but the combination of the low contrast setting, slow camera movement, motion blur and depth of field would work well generally in making aliasing much less of an issue."

:eek: That AA is amazing. Can someone tell if it's post processing or not?
 
It is just a supposition. They easier the system is, the fastest its limits may be reached.
Cutting res of fps for better details is not an improvement imo.
 
:eek: That AA is amazing. Can someone tell if it's post processing or not?
A lot is the vaseline effect. There's uniform blur over everything. AA very liikely involves post AA with or without MSAA, but given latent amount of blur, MSAA would probably be a waste. I haven't frame-advanced through the vid myself to investigate if the geometry edges step or not, but I presume from DF's analysis that it's so non-obvious as to make any call unreliable.

In conclusion, "there is little aliasing," would be my technical analysis. ;)
 
Yeah, I agree with that.

Of course, in these days of fur tech (see The Witcher 3 tech demo), it's possible they've also got some new cool hair tech that minimises aliasing, among others. ;)
 
Now I feel like if the whole game would maintain this level of ungodly graphical quality especially when you have to hit 60fps. I can't shake off the mindset that they could do so much more with 30fps locked. But hey, if they can have a consistent presentation then I guess my worry would be redundant.
 
Personally, I'd be surprised if this stays a 60fps game. Simply because Uncharted worked quite well at 30fps. In order to achieve what they've shown in this teaser, I suspect they would rather cut framerate than visuals in order to keep gameplay at it's very best. Just a hunch.
 
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