Uncharted 4: A Thief's End [PS4]

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From the shadows on the ground you can see that the sun is in opposite sides - one in front of the camera, one at the back. Drake looks grey in the first picture so it's much improved now. But the umbrellas, probably because of the position of the light, looked better before.
 
Fuck me it is all real, all of it!
I'm actually a little dumbfounded here, does this mean Drake's mesh LOD turns up a notch when entering a cutscene with subsequent extra spot lights, shaders and what not? Although the smoothness of the transition tells me nothing is added or changed, it is what it is. Could this game engine really be this advanced by now?
http://imgur.com/2xdjlTd
You should compare versus Ryse son of Rome. That game had many real-time transitions on LOD on characters as you moved from regular over the shoulder to finishing moves.
 
Also, I thought we ascertained that the actual geometry in some cutscenes is the same as gameplay? With the only difference being more advanced lighting.
 
But how do you crank up the lighting all of a sudden without seeing some obvious pop or fade? This appeared to be seamless or could the yt compression hide some of the flaws?
You should compare versus Ryse son of Rome. That game had many real-time transitions on LOD on characters as you moved from regular over the shoulder to finishing moves.
But finishing move isn't cutscene quality tho. Especially the lighting and shader been used.
 
But how do you crank up the lighting all of a sudden without seeing some obvious pop or fade? This appeared to be seamless or could the yt compression hide some of the flaws?

But finishing move isn't cutscene quality tho. Especially the lighting and shader been used.
Dunno. It wasn't a jab at Uc4. I was thinking it would be best to compare older LOD tech to newer to see how far it's come. They did polygon LOD. I don't think they did lighting. But you might be able to learn more looming at the cutscenes of Ryse vs cutscenes of UC4
 
Ryse also had a ton of pre-rendered cutscenes. It's another game i couldn't finish, so i don't really have a complete opinion on the later parts of the game, but from what I've played (up to some forest) it didn't have any cutscene transitions like that one above.

@15:00 for example

Pretty standard cut to black and start cutscene. @11:00 fade to black and start cutscene from a different camera. Granted, this is not a big deal and not really a huge issue, lots of games do it that way, that's why U4 looks impressive, i think it handles gameplay to cutscene better than The Order did for example (which is pretty damn good too).
 
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Ryse also had a ton of pre-rendered cutscenes. It's another game i couldn't finish, so i don't really have a complete opinion on the later parts of the game, but from what I've played (up to some forest) it didn't have any cutscene transitions like that one above.

@15:00 for example

Pretty standard cut to black and start cutscene. @11:00 fade to black and start cutscene from a different camera. Granted, this is not a big deal and not really a huge issue, lots of games do it that way, that's why U4 looks impressive, i think it handles gameplay to cutscene better than The Order did for example (which is pretty damn good too).
I'm talking about the finisher animations. The LOD is quite low when in over the shoulder but ramps up as soon as you begin a finisher and it zooms in around the action. Even though cut scenes were pre-rendered apparently to save load times, it is still using Ryse engine, no external additions were added.
 
Well i started at 7:00 and you still see fade to black + checkpoint loading :p

The rest is pretty good, i think i played this part?
 
Yes, the one you mentioned is prerendered. But not the scene between 7:30 and 8:15. I know this for shure because I played it with 60fps. The prerendered cutscenes just have 30fps and artifacts/900p.
 
Well i started at 7:00 and you still see fade to black + checkpoint loading :p

The rest is pretty good, i think i played this part?
he's referring to the flaming catapult stone cutscene while he's running.

Anyway the point isn't that Ryse is better. That was never the claim in _any_ of these posts. It was a matter of charting where other games have done this in the past to where it has come now with UC4. I selected Ryse because it really did go from gameplay to cutscene a lot with the finishers, and by gameplay I mean in the midst of real gameplay battles to straight up zoom finishers. And if you look carefully enough you can see the LOD change, but I just wanted to make mention that Ryse is a good baseline to compare gameplay to cutscene with given how often it's zooming up and zooming out of action.

 
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he's referring to the flaming catapult stone cutscene while he's running.

Anyway the point isn't that Ryse is better. That was never the claim in _any_ of these posts. It was a matter of charting where other games have done this in the past to where it has come now with UC4. I selected Ryse because it really did go from gameplay to cutscene a lot with the finishers, and by gameplay I mean in the midst of real gameplay battles to straight up zoom finishers. And if you look carefully enough you can see the LOD change, but I just wanted to make mention that Ryse is a good baseline to compare gameplay to cutscene with given how often it's zooming up and zooming out of action.

I never really noticed during gameplay so i guess that is a sign of a very good implementation :yep2:
 
MGS4 transitioned a lot from cut-scenes to gameplay as well. Quite often the camera flew into a standard tps position at the end of a cut-scene and it was back to gameplay. Very similar to GTA V actually.
 
Yep i remember being floored by the cutscenes in MGS4 (i had only a 360 at the start of the gen and i salivating over MGS4 in my local stores :)). But all these games do cutscene -> gameplay seamlessly and not the opposite, which is happening in the U4 clip i posted. I haven't played all the games last gen but GoW 3 did that really well too. Previous ND Ps3 games of course didn't do that because of pre-rendered cutscenes.
 
Oh and pretty much the easiest way to "prove" that every cutscene is real-time (like The Order), from Eurogamer
 
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