Uncharted 4: A Thief's End [PS4]

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Looks amazing. Also looks like it'll be an awful lot more fun to watch than to play. Problem with most highly scripted set pieces is that you usually fail unless you do exactly what the game wants, and failing sucks the joy out of those sequences entirely.
It's the delicate balance between interaction and choreography, too much control could led to a directionless and mundane experience while heavy scripting takes away the sense of control. I think UC4 give s a pretty good balance based on the gameplay shown here. In a world of over saturated open world games and fetch quests, this is like a porterhouse steak meal that gets your blood rushing.
 
Looks amazing. Also looks like it'll be an awful lot more fun to watch than to play. Problem with most highly scripted set pieces is that you usually fail unless you do exactly what the game wants, and failing sucks the joy out of those sequences entirely.
I've seen two videos of this game, of two different walkthroughs, both official videos shared by Sony themselves. Both runs are exactly the same, same reactions, same things happening. The online seems to aim at 60 fps though
 
I've seen two videos of this game, of two different walkthroughs, both official videos shared by Sony themselves. Both runs are exactly the same, same reactions, same things happening. The online seems to aim at 60 fps though
Because they are demos. They are more scripted and playing man has frame by frame pace.

If you look at details, they are not exactly same.
 
I've seen two videos of this game, of two different walkthroughs, both official videos shared by Sony themselves. Both runs are exactly the same, same reactions, same things happening. The online seems to aim at 60 fps though

In latest video, Drake's movements are a bit different in the initial shootout, and during downhill chase he entered one new street.
 
Any other game doing something similar with skin/fat movement on the face of the characters?

nathan_fatfaceodpx9.jpg


I don't recall fat simulation at all, or at least at this level.
 
Come one now, please. That's not simulation, just some talented guys making good character rigs using bones. Just a few posts ago you should've seen a video demonstrating how pretty much everything is converted to that, because bones are almost free on GPUs.

It's probably 'just' a few bones rigged to move into a different position, depending on the rotation of the head and neck joints, and probably also taking into account how far the jaw is opened. Calling it "fat simulation" is more than an overstatement.
 
Not even in the same league.

Well you are comparing a dragon breathing fire and a Jeep on fire. I think it's safe to wait until we see more of Uncharted 4 and if it has an big set piece involving fire to make a final judgement. Deep Down is definitely impressive but you posted a video from September 2013, it's supposed to have a 2015 release date so we'll see if the final version lives up to that demo.
 
Come one now, please. That's not simulation, just some talented guys making good character rigs using bones. Just a few posts ago you should've seen a video demonstrating how pretty much everything is converted to that, because bones are almost free on GPUs.

It's probably 'just' a few bones rigged to move into a different position, depending on the rotation of the head and neck joints, and probably also taking into account how far the jaw is opened. Calling it "fat simulation" is more than an overstatement.

So it's the bones that move and not the skin? Because it looks like the opposite is happening. Is animated fat a more fitting term, how else can you describe this?
 
"Bones" is a technical term not referring to Drake's skeleton. The mesh is mapped to 'bones' that move and deform it.

A mesh consists of hundreds of thousands of points (vertices). It's too difficult to animate the position of all of these. Instead, a simpler model describing the object is constructed out of 'bones'. Each bone influences a number of vertices on the mesh. There are lots of 'bones' in Drake's face, none of which have any anatomical relevance!
 
"Bones" is a technical term not referring to Drake's skeleton. The mesh is mapped to 'bones' that move and deform it.

A mesh consists of hundreds of thousands of points (vertices). It's too difficult to animate the position of all of these. Instead, a simpler model describing the object is constructed out of 'bones'. Each bone influences a number of vertices on the mesh. There are lots of 'bones' in Drake's face, none of which have any anatomical relevance!

Thanks! So i guess it's relatively easy to do computationally what they are doing on Nates face, why aren't more games using similar bone animations in the face? It looks incredible in motion imo, not to add that it looks more natural.
 
Not even in the same league.
Yet the fire and smoke looked way better in UC4, it really gives me that killzone and motor storm CGI look in term of volume and lighting.

Anyway I think ND might have accidentally done half of the work for the next Motor Storm ;), Evo just need to take the code and refine them a bit more then voila!
 
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