Uncharted 4: A Thief's End [PS4]

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Because you can't control the camera. That makes it real gameplay. Only when that "custom" transformation is applied to rendering the scene can you call it true gameplay IMO.
That is way to narrow. GOW games don't allow camera control, same as first Castlevania game LOS...but these games are real gameplay...
 
I do all kinds of stuff like drinking and late nights, and I'm not young anymore, but I'd say I could give Drake a good fight any day :p see, we have a gym downstairs and me and a friend visit three times a week...

Anyway, obviously the extra features like chest hair and jowl stuff are disabled during gameplay - if anyone takes a close look they'll be able to notice that they're missing. This is meant for the cutscenes where you don't have a dozen mercenaries trying to kill you with their guns and trucks and all. I think this is OK.
 
I do all kinds of stuff like drinking and late nights, and I'm not young anymore, but I'd say I could give Drake a good fight any day :p see, we have a gym downstairs and me and a friend visit three times a week...

I'd give him a beer
for killing thousands of mercenaries
with family
and children
.
Anyway, obviously the extra features like chest hair and jowl stuff are disabled during gameplay - if anyone takes a close look they'll be able to notice that they're missing. This is meant for the cutscenes where you don't have a dozen mercenaries trying to kill you with their guns and trucks and all. I think this is OK.

Indeed. No need to have stuff you'll not see 99% of the time unless you're really nitpicking,
 
That is way to narrow. GOW games don't allow camera control, same as first Castlevania game LOS...but these games are real gameplay...

They are real gameplay. They are just tailored so that the hardware can work at it's best. IMO, it's unfair to post a screenshot of Nate during a cutscene and boast that that's what the PS4 is "capable" of when there's no control over the camera (i.e. full user controlled unlimited rotations/translations around at least 2 axis in a coordinate frame) and no data to stream. I see stuff like this all the time on NeoGAF and it urks me when gamers make these hyperbolic comparisons to other games knowing full well it's not representative of actual user-controlled gameplay.
 
This guy likes to use big words but clearly has no clue about what he's talking about. Calling temporal AA "adaptive tessellation". It's even worse than the infamous Lens of Truth.
 
This guy likes to use big words but clearly has no clue about what he's talking about. Calling temporal AA "adaptive tessellation". It's even worse than the infamous Lens of Truth.

Feel free to do your own breakdown, this guy obviously assumes many things and he even says it multiple times that he is just speculating. But to say that he has no clue what he is talking about is a hyperbole.
 
Feel free to do your own breakdown, this guy obviously assumes many things and he even says it multiple times that he is just speculating. But to say that he has no clue what he is talking about is a hyperbole.

But it is true, it is the temporal AA effect. And I am sure Naughty Dog son't use "adaptative tesellation". They use a LOD solution created by Sony ATG.

They said it but I need to find the article.
 
They are real gameplay. They are just tailored so that the hardware can work at it's best. IMO, it's unfair to post a screenshot of Nate during a cutscene and boast that that's what the PS4 is "capable" of when there's no control over the camera (i.e. full user controlled unlimited rotations/translations around at least 2 axis in a coordinate frame) and no data to stream. I see stuff like this all the time on NeoGAF and it urks me when gamers make these hyperbolic comparisons to other games knowing full well it's not representative of actual user-controlled gameplay.

But the PS4 is capable of rendering all this,it's not like last gen's fmvs, the polygon/details budget is certainly the same between "real" gameplay and cutscenes, it's just used differently to show more things during gameplay, more closeup detail during cutscenes, and that's the way to go.
 
They are real gameplay. They are just tailored so that the hardware can work at it's best. IMO, it's unfair to post a screenshot of Nate during a cutscene and boast that that's what the PS4 is "capable" of when there's no control over the camera (i.e. full user controlled unlimited rotations/translations around at least 2 axis in a coordinate frame) and no data to stream. I see stuff like this all the time on NeoGAF and it urks me when gamers make these hyperbolic comparisons to other games knowing full well it's not representative of actual user-controlled gameplay.

So what is the purpose of a tech demo then? Is it not to display what is capable of running on the hardware? I think you are thinking a bit too much into this. As long as something is running real time people have a reason to be impressed. This argument sounds a bit like the argument against linear games and technical finesse "b-but it is not open world!".
 
It's hyperbole at it's best when judging these games' graphics.

Tech demos are features we hope to see in gameplay 5-10 years from now. Take the Nvidia Hairworks demo done nearly 10yrs ago. No game has seen that kind of detail yet running at a decent clip. Even W3's Hairworks tanks most GPUs (I know I can't run it on my TitanX @ 4k and get a steady 30FPS) and not even possible on consoles. Why? Because the hardware isn't there to render it while you are controlling the camera and several gaming assets have to also be pumped into the graphics pipeline.

People can compare cinematics all day. I take such comparisons with a grain of salt. It's the gameplay that really matters with regards to what the graphics hardware can really do IMO.
 
Anyway, obviously the extra features like chest hair and jowl stuff are disabled during gameplay - if anyone takes a close look they'll be able to notice that they're missing. This is meant for the cutscenes where you don't have a dozen mercenaries trying to kill you with their guns and trucks and all. I think this is OK.
My chest hair doesn't disappear when fighting dozens of mercenaries. What kind of wimp is Drake?
 
Tech demos are features we hope to see in gameplay 5-10 years from now...People can compare cinematics all day. I take such comparisons with a grain of salt. It's the gameplay that really matters with regards to what the graphics hardware can really do IMO.
This discussion should end here as a difference of opinions then. For (most?) others, the perspective is 'what are the realtime graphics my hardware can create', much like the old 8 and 16 bit demos. My Amiga did amazing things in realtime that impressed which weren't gameplay related. these demos just showed what the tech was capable of. A box capable of rendering...'Despicable Me' in realtime would be impressive even if it can't manage the same look in play. As long as people aren't claiming the cutscenes are representative of gameplay, and don't compare one game's cutscenes with another's gameplay to show its superiority, there's nothing wrong with being impressed with graphics.
 
This discussion should end here as a difference of opinions then. For (most?) others, the perspective is 'what are the realtime graphics my hardware can create', much like the old 8 and 16 bit demos. My Amiga did amazing things in realtime that impressed which weren't gameplay related. these demos just showed what the tech was capable of. A box capable of rendering...'Despicable Me' in realtime would be impressive even if it can't manage the same look in play. As long as people aren't claiming the cutscenes are representative of gameplay, and don't compare one game's cutscenes with another's gameplay to show its superiority, there's nothing wrong with being impressed with graphics.

I absolutely agree... but what you mention is exactly what happens more often than not.
 
People can compare cinematics all day. I take such comparisons with a grain of salt. It's the gameplay that really matters with regards to what the graphics hardware can really do IMO.

Cinematic or gameplay i would say this game looks just as impressive, considering that during cinematics a lot of stuff like physics and procedural destruction are missing. Even if you want to examine cinematics and gameplay apart the demo that Naughty Dog showcased was impressive on both fronts. Surely it has it's flaws, the water splash for example isn't all that impressive and the motion blur can be improved, but overall i still think what they achieved is impressive.

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That looks pretty good to me. Also, look at his ears when he is shooting a gun, that's a neat little detail.
 
This guy likes to use big words but clearly has no clue about what he's talking about. Calling temporal AA "adaptive tessellation". It's even worse than the infamous Lens of Truth.
He did not call AA 'adaptive tessellation'. He just rambles a lot about AA, then gets into a very confusing - and I believe incorrect - part about adaptive tessellation and then talks about that, then goes back to talking about AA. He really mixed up that part, and confused a couple of things, while trying to talk about too many things at once, but he most certainly did not confuse AA with adaptive tessellation.
 
Feel free to do your own breakdown, this guy obviously assumes many things and he even says it multiple times that he is just speculating. But to say that he has no clue what he is talking about is a hyperbole.
Confusing tessellation with AA. Yes, he's clueless. He's just spreading crap that will live on for years, just like LoT.

He did not call AA 'adaptive tessellation'. He just rambles a lot about AA, then gets into a very confusing - and I believe incorrect - part about adaptive tessellation and then talks about that, then goes back to talking about AA. He really mixed up that part, and confused a couple of things, while trying to talk about too many things at once, but he most certainly did not confuse AA with adaptive tessellation.
Wrong. Watch the video at 16:37, he rambles about the objects in the scene being affected by adaptive tessellation. It's specially obvious when he uses the chair as an example.
 
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