Uncharted 4: A Thief's End [PS4]

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I believe we got the idea because I believe thats what ND said

Regardless here is an "interesting" analysis of the gameplay video (bah not so interesting after watching it)

Many of the graphic improvements over previous UC titles are quite subtle, I'm wondering if the public at large will possibly feel disappointed while those who know a thing or 2 about computer graphics will be impressed with this one....
 
Cutscenes obviously use higher quality lighting and shadowing, post processing like DOF, and possibly even more complex shaders as well, so it's reasonable to assume that they're more computationally intensive. The amount of stuff happening is not a good metric here.
 
Interesting. So, it definitely doesn't seem to be the same case as TLOU.
Probably not, although we have to be fairly careful when interpreting that info. A game that always reads above 30 on a typical framerate counter is not necessarily running smoothly enough to never drop were the framerate capped at 30. For example, if a framerate counter uses 1-second counting intervals, a single 67ms frame in a 60fps game will only cause a drop to "57fps" according to the counter; the same exact 67ms frame in a 30fps game would still cause a drop to "29fps." So if you took the 60fps game and capped it to update the front buffer at most once every two video refreshes (i.e. capped to 30fps), you'd still wind up with stutters even though the 60fps game "never drops below 57fps."

Also, who knows what's going on during a cutscene.

I don't think we have all that good of a basis for guessing where exactly the performance is right now.
 
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Uncharted 4 has Inverse Kinematic Fingers, Working Gun Straps; Dev Praises Details and Fluidity

With the release of the new and impressive gameplay footage of Uncharted 4: A Thief’s End, Naughty Dog developers are explaining what we saw during the presentation and the technology involved. Lead Animator Jeremy Yates provided more color on on the game’s animations.

First of all, a detail that many might have not noticed is that the gun straps are actually working and fully animated:

Three words: Working Gun Straps

Secondly, Yates confirmed that Drake uses inverse kinematics animation for his fingers, and that new tools were developed for them to interact with the new climbing system.

Very observant. Quite a few tools were developed because of the fingers in the new climbing system
“IK” animation, which stands for “Inverse Kinematics.” It’s an animation technique that instead of having characters move according to direct input given to the joints, makes them interact with the environment dynamically and naturally, causing body parts to effectively land on certain objects.
http://i.imgur.com/3xpdoAO.gif
http://i.imgur.com/dKdJCwQ.gif

Yates also praised the work of the animation and programming team, mentioning that the details, fluidity and responsiveness we saw in the demo require a lot of commitment to the job.
Very proud of our animation and programming team. Those details, fluidity and responsiveness don't come w/o lots of commitment
http://www.dualshockers.com/2014/12...-gun-straps-dev-praises-details-and-fluidity/
 
The Pannel on creating Drake

http://i2.minus.com/isWDihKsmhhvN.jpg
noETMx0.png

nOxLCnJ.png
 
The shirt flap moving is good, but the other pic of the belly of the shirt makes it seem like something is moving under his skin.
 
The chest hair reacting with the same wind that moves the shirt, trees etc is hilarious.

And despite all of this sexy attention to detail, the female cast will probably still have solid metal chests, because nature is a really offensive thing to some people. And no, I'm not asking for Dead or Alive here, but the politically correct upper torsos made from bricks look almost as stupid ;)
 
And despite all of this sexy attention to detail, the female cast will probably still have solid metal chests, because nature is a really offensive thing to some people. And no, I'm not asking for Dead or Alive here, but the politically correct upper torsos made from bricks look almost as stupid ;)

I actually agree, as long as it's kept realistic. There's a general issue with bodies looking too hard.
 
But do big Hollywood movies show 'bouncing boobs' the way we see in some games? I could be wrong - it's not something I look at - but even movies with revealing cleavage won't have their chests bouncing all over the place and in fact will tend to look like statues.

If I think about it, when there is ever a scene in a movie with a girl running or jumping and her breasts reacting accordingly, it's because the director wanted that bouncing to be seen, for obvious reasons, and the whole scene becomes the "bouncing boobs scene" and not whatever it's meant to happen in it - say the intro to Baywatch or whenever they run/walk somewhere. No one cares where they're going or what they're doing, the purpose of those scenes was to see a lot of bouncing. Which is why we don't see that in big, more 'serious' films, cause no one wants to divert the attention from whatever plot or drama to the bouncing.

Am I completely wrong?
 
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Like I said. I'm not asking for ridiculously bouncy here. Just asking for realism. As for the question: Of course they move. Depending on the clothes, they move an awful lot. You don't notice it because you aren't paying attention, but then you probably aren't paying attention to animated chest hair, bulging knuckles and popping veins either.
 
But if you think about it, do big Hollywood movies show 'bouncing boobs' the way we see in some games? I could be wrong - it's not something I look at - but even movies with revealing cleavage won't have their chests bouncing all over the place and in fact will tend to look like statues.

If I think about it, when there is ever a scene in a movie with a girl running or jumping and her breasts reacting accordingly, it's because the director wanted that bouncing to be seen, for obvious reasons, and the whole scene becomes the "bouncing boobs scene" and not whatever it's meant to happen in it - say the intro to Baywatch or whenever they run/walk somewhere. No one cares where they're going or what they're doing, the purpose of those scenes was to see a lot of bouncing. Which is why we don't see that in big, more 'serious' films, cause no one wants to divert the attention from whatever plot or drama to the bouncing.

Am I completely wrong?
You have a point
But did the director in Uncharted really need animated chest hair?:p
 
I have been watching the GS video quite a few times and the tiny details are spellbinding. everything on Drake moves and reacts. Foliage reacts to individual bullets :cool:, that was too awesome to see ! The textures on the rocks in firefight section are mesmerising, the hands of Drake when looking at the Diary are spectacular.

UC4 is on a very right track from the get go !
 
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