I would add MSAA plus HDR -both effects were incompatible in most PC graphics cards back in 2005 for some reason and that's why I always admired the combined use of AA + HDR-, the colour, the textures and the ligthing in general.
I never played Uncharted games but I've watched some videos and the animations' transition appeared to be kind of jerky and jumpy at times though.
Sounds quite a lot for what is shown.
Heres some results with ~1.7m polys frame.
http://images.eurogamer.net/assets/articles//a/8/6/6/1/5/1/custom3.jpg.jpg
This assimilation had about 1-1.2m polys frame.
http://images.eurogamer.net/assets/articles//a/8/6/6/1/5/1/pc3.jpg.jpg
But U2 is heavily controlled due to linear gameplay. It's easy for devs to put lots of sprites and 2D textures to give impression of being 3D yet dont break illusion as you cant get into angle nor close enough to make it stand out badly. This greatly reduces amount of polygons needed. Then if Reach has terrain deformation (dont know if it has) that would greatly up terrain complexity and geometry amount.
It's not perfect, but I can think of no game with better animation than Uncharted 2.
As for AA + HDR, their resolve happens before tonemapping so it doesn't work very well. This is a hardware limitation of RSX if I recall correctly so it's hard to fault them, and it's certainly better than nothing.
Obviously I can't say if this is a limitation of the RSX or not.It's not a limitation of RSX, that's just how most people do it. They do it this way because doing it the "right" way means doing your tonemapping step at subsample resolution, which in their case would double the cost (since they use 2xMSAA).
Hmm, but that's mainly mountains which can have lower polycounts than a character model, and all the foliage will be transparencies except for the tree trunks right?.
There aren't any buildings or lots of small detailed objects in view either (like you see in Uncharted with all the decorator objects and debris everwhere).
If thats 1.7m polygons to render just that coast vista, surely Uncharted must be pushing far more than 1.2 m per scene
It's linear gameplay, but in a lot of the levels you can actually get to much of what you see, ie. you will see a location early in a level and end up playing in it at a later point in time as you naturally move through the level.
And I also thought that the game would use 2D sprites or 'skyboxes' for the background environments but was quite surprised as most of the time the backgrounds are real geometry, eg. Kathmandu, the monastery or Shambala. I noticed very little in the way of 2D backgrounds
Compare the city in U2:
http://www.youtube.com/watch?v=3WqNMgdzzjU
To the one in Reach:
http://www.youtube.com/watch?v=mY5bMGb4CVM
But U2 is heavily controlled due to linear gameplay. It's easy for devs to put lots of sprites and 2D textures to give impression of being 3D yet dont break illusion as you cant get into angle nor close enough to make it stand out badly. This greatly reduces amount of polygons needed. Then if Reach has terrain deformation (dont know if it has) that would greatly up terrain complexity and geometry amount.
The geometry complexity for scenes in some PS3 games can run into the 5-10 million, but the RSX never gets much more than one polygon per pixel to process.
There are lots of small objects just not that visible in that angle and lighting condition. You also have to factor in vegetation density and things like grass, water mesh etc. I just picked this pic since it was in DF article but it's below the avg polygon count which is around avg 2m with peaks at 3m polys/frame depding on area and view height. The foliage while being transparencies still needs geometry to form mesh where transparency will be mapped onto. Vegetation in that pic accounts for around 0.7-1m polygons at that frame.
Now these pics aint representative of normal polygon count but it does show the objects complexity and how things add up. And if game have deformable terrain the terrain then needs a lot more polygons to allow for decent deformation (dont know if Reach has it but Crysis neither has it but it seems they thought about it but POM probably made it problematic).
http://img16.imageshack.us/img16/8797/geometrically.jpg
http://img406.imageshack.us/img406/2092/visually.jpg
Not really. It's easier to use this approach in highly linear games with pre-determinated path and places you cant reach. Things like 2D tree walls, low poly yet convincing looking buildings/objects in optimal angles with no need to use LOD. Also like someone else said sahders might add the requirement to draw more polygons.
See this pic it gives impression of dense city with good detail but geometry complexity is low.
http://img707.imageshack.us/img707/8420/bfbc2s.jpg
This one is interesting to.
http://i45.tinypic.com/10pdo4n.jpg
But you still follow a highly pre-determinated path.
Yeah seems so.
Quite different design layout but maybe Reachs requires rendering scene polygons twice? Dont know.
http://level-design.org/wp-content/uploads/2010/09/vaccaroAnthony_haloReach_boardwalk3.jpgThanks for explaining that, quite interesting that a seemingly simple looking scene can actually be more complex than a city environment.
What really impressed me about Uncharted was the amount of detail they've managed to retain despite the size of the environments - I don't think i've seen anything quite like it. They have lots of detailed decorator objects in the foreground but still have long draw distances with geometry backgrounds, Reach by comparison has big environments but they're mostly empty and they use 2D backgrounds quite frequently as well.
So it's quite strange to see Uncharted trumping a Halo game where expansive environments is something of a series trademark.
For example take the on-rails Falcon gunner section of Exodus which is really not doing much in terms of environment detail.
But is it generally true that the PS3 can push more geometry than the 360, because of the SPUs?
In AC? No, iirc there are not a lot of moving objects you can traverse. But in GTA4 you can jump and stand on cars, trucks and busses. I also tried to jump on top of a subway train, but this killed me everytime instantly. But it works in RDR where you can jump on top of the train an ride it (the centrifugal force is turned off in this case).I haven't played AC, so I need to ask a question. Did the main charater have a lot of static objects (i.e. stable buildings, ledges, ground, trains where only the background moves, etc.) to traverse or were they dynamic objects? Traversal of dynamic objects requires additional calculations. I don't know if any 3rd party titles that use the sheer amount of animations over dynamic surfaces.
.....where you had to traverse dynamic objects, right?....
I don't know if any element of scenery that needed to be traversed in Uncharted 2 could be considered dymanic. For example, the Train wasn't moving, the scenery was. The effect created was cool looking, but limited in that the train was the same 'speed' and behaved the same way at all times. Effectively it was a very narrow fixed corridor.
"We didn't want to go down the same route that videogame train levels had taken in the past where the train is actually static and the ground is scrolling by, creating the illusion of movement," Lemarchand explains.
"We wanted to do it for real... gameplay ideas like these in pre-production can drive the technology part of the game. This level was one of the first we conceived and one of the last that we completed and it drove an enormous chunk of the new technology we created for Uncharted 2."
One of the centrepiece tech components was a system dubbed by the team as the "dynamic object traversal system", which essentially allowed Drake and all the other characters in the game to use their moves and combat techniques on any moving object or environment.
No, the train was actually moving through the scenery
So while I'm not going to argue with ND stating that Drake has been programmed to react to a dymanic environment, there is little to no truly dynamic (ie: random) environmental changes in the game to challenge that.
UC2 had the train, the collapsing building, the truck chase, and maybe the collapsing bridge, where you had to traverse dynamic objects, right? Four or five, very limited, but mandatory linear sequences...
I agree that the tech is very good there, but you make it sound a lot less limited and restricted than it actually was.