Uncharted 4: A Thief's End [PS4]

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http://www.neogaf.com/forum/showpost.php?p=187793322&postcount=1129

HolyFridge created wallpaper stichting screen of UC4 (supersampling)
 
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Really loving the work they put in the facial expression. No more dead eyes. And the transition to the gameplay bit following this sequence with keeping such a smooth cutscene quality character models is something I ve waited to see since The Order 1886. They' re using some nice tricks minimizing the models I think.

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Not sure I agree with that. Doesn't look like something that's hiding polygon edges, since you can still see a nice big angly bit on that zoomed up pic you posted yourself. Looks like some sort of motion blur artifact. No idea.

It's not a moblur artifact, i can tell you it's the exact same thing they are using in Until Dawn, i spent quite some time looking for that specific thing in UD. It's trying to use data from previous frames to make an object appear more round, and it applies to most things within the game. The thickness is also variable (faces can have very detailed thin layers, while other body parts have thicker layers (probably less expensive to use). It's literally everywhere in Until Dawn. And it does look very impressive when playing the game.
 
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the blur/blend of polygon edges also used in FFXV and it do looks nice (dunno same tech or not). It successfully reduce the "too sharp", "too much edge" and "artificial" look of video game
 
Just look how it's changing (x0.25 speed) according to movement, it's a dead giveaway that it's some sort of temporal effect:

1st frame when scene changes (very sharp, gamey)
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When Drake moves the opposite direction it dissapears
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Until Dawn used a thinner layer for character silhouettes but it's the same thing.

Sadly i don't have a video and i deleted UD from my HDD, it's the same thing in motion around Sams hand (and the card) here:
untildawn_201508312138ouuf.jpg


It is very selective and that's why i think it's a specific technique rather than something random applied to everything.
 
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Is the beta even worth a download for somebody who does not want to play any multiplayer? I'm curious to see he visuals but only if there is some form of online mode. Fallout 4 has not been unloaded since I started it on 00:00am on 10th November!!!
 
Is the beta even worth a download for somebody who does not want to play any multiplayer? I'm curious to see he visuals but only if there is some form of online mode. Fallout 4 has not been unloaded since I started it on 00:00am on 10th November!!!

I would say yes, the beta is easy to get into and you can get a feel about the gameplay of Uncharted 4. You can get into the tutorial area and check out the jungle map all you want without playing multiplayer.
 
Brilliant. Now, uh.. where is the beta? It's not in the PSN Store!?!
 
THANK YOU! I would never have thought to reload the Collection.

Has anybody seen my disc? :runaway:

edit: it was in he PS4. Duh..

edit: Oh I see, the 'Overview' tab from the game menu in the PS4 UI, not from the game itself.
 
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Just look how it's changing (x0.25 speed) according to movement, it's a dead giveaway that it's some sort of temporal effect:

1st frame when scene changes (very sharp, gamey)
1a0a1p.gif


When Drake moves the opposite direction it dissapears
2rjzmi.gif


Until Dawn used a thinner layer for character silhouettes but it's the same thing.

Sadly i don't have a video and i deleted UD from my HDD, it's the same thing in motion around Sams hand (and the card) here:
untildawn_201508312138ouuf.jpg


It is very selective and that's why i think it's a specific technique rather than something random applied to everything.

It's just a masking artifact.
 
Actually now that I think about it, I usually see that when there's a 'break' on the depth of field in the image. I'm pretty sure that's what happens in Until dawn and most games I've seen trying to blur out the background while keeping in focus a character, for example, as in this case.

Nothing to do with adaptive tessellation or whatever you want it to be.

First of all you can still clearly see polygonal edges (so it can't be something trying to smooth them out, or it would be failing badly here), secondly it's pretty clear that it's the blur filter being applied to the background 'touching' the edge of Drake's shoulder and creating a little artifact.

This also explains why it appears when Drake is moving, as the model moves in and out of the area where the blur is applied (the background).

My opinion.
 
Guess we'll know for sure when GDC/Siggraph come around and they have a presentation. And i am not saying it's tessellation, i know what tess is and that's not it :smile:
 
If that is the case then it's very interesting that we have the exact same "fail" in two completely different games, by different teams, using different engines. Just sayin.
 
Not just two games but many more, and it's easy to understand why it happens.

I am not saying you aren't correct but could you post some examples because the first game i noticed this happening was Until Dawn, maybe i didn't pay attention to other games?
 
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