Naughty Dog won't push UC4 to 60fps if it means compromises in gameplay.

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I swear to god some of you have off topic syndrome. damn near every f***ing thread on this site ends up so far off topic.
 
Good. I'm glad you mentioned tech.

Infamous has 1080p, 35 FPS avg for second son, 40 FPS for First Light, modified SMAA resulting in one of the more impressive AA methods used in next-gen games today,

SMAA gets rid of aliasing.. ok. And? That shouldn't be a graphical feature that makes it better than other games. Some games boast good graphics and don't have good AA methods - i.e. DriveClub.


Actually it doesn't. The textures blur rather rapidly (see shots below).

physically-based rendered lighting system

They boast it, but in practice, it is very lackluster.

7riD4nY.jpg


Those bricks hardly look physically based at all. Moreover, look at the detail. Where is the good AF in that shot? There are no multiple texture layers to make the bricks look worn or used. The windows look non-detailed and just outright flat looking. Overall, the material look very simplistic.

x2QTZEL.jpg


The wood, pipe, and bricks all look the same material (i.e. phong or blinn).

Look at Unity's buildings and how they do have multilayered textures, and materials exhibit physically correct reponse.

JO2imFL.jpg


This interior shot shows the diversity in materials. Everything looks like it's from a different material and responds differently to lighting.

bD6U3zP.png


resulting in more natural/realistic lighting,

Actually the lighting looks very bland compared to Unity. There is no indirect light bounce in areas where there should be. Look at this image.

c0en1Xm.jpg


There is no way it should be that dark underneath the overhang structure to the right. You should at least see light from the environment sky. Here is a Unity shot:

5YROCnE.jpg


Notice how the light bounces inside the overhang and still lights up the ceiling even though it's completely out of direct sunlight.

mix of realtime screen-space reflections and cube maps,

And those are mostly reflecting light sources and not actual geometry.

advanced particle system - engine capable of breaking down and throwing around tens of thousands of particles at any time,

And yet, we don't see it. We only see particle streaks that are light sources that don't even cast shadows. Even the car headlights don't cast shadows.

alpha effects rendered at full resolution and in large volume with complete shadowing which is typically very demanding,

I'd say there particle system isn't as complex as you think. Lords of the Fallen has a better system IMO.

Based on resolution and FPS alone, you can see why maybe Unity may have more AI effects in-game but visually, Infamous SS and First Light are top notch.

No, I really can't.
 
Good. I'm glad you mentioned tech.



SMAA gets rid of aliasing.. ok. And? That shouldn't be a graphical feature that makes it better than other games. Some games boast good graphics and don't have good AA methods - i.e. DriveClub.



Actually it doesn't. The textures blur rather rapidly (see shots below).



They boast it, but in practice, it is very lackluster.

7riD4nY.jpg


Those bricks hardly look physically based at all. Moreover, look at the detail. Where is the good AF in that shot? There are no multiple texture layers to make the bricks look worn or used. The windows look non-detailed and just outright flat looking. Overall, the material look very simplistic.

x2QTZEL.jpg


The wood, pipe, and bricks all look the same material (i.e. phong or blinn).

Look at Unity's buildings and how they do have multilayered textures, and materials exhibit physically correct reponse.

JO2imFL.jpg


This interior shot shows the diversity in materials. Everything looks like it's from a different material and responds differently to lighting.

bD6U3zP.png




Actually the lighting looks very bland compared to Unity. There is no indirect light bounce in areas where there should be. Look at this image.

c0en1Xm.jpg


There is no way it should be that dark underneath the overhang structure to the right. You should at least see light from the environment sky. Here is a Unity shot:

5YROCnE.jpg


Notice how the light bounces inside the overhang and still lights up the ceiling even though it's completely out of direct sunlight.



And those are mostly reflecting light sources and not actual geometry.



And yet, we don't see it. We only see particle streaks that are light sources that don't even cast shadows. Even the car headlights don't cast shadows.



I'd say there particle system isn't as complex as you think. Lords of the Fallen has a better system IMO.



No, I really can't.

Those are horrible shots. Here are better ones:

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im1My7VD4VzGH.jpg


ieRtUiUjMYubu.jpg


vzMCtxw.jpg


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BldeG7fIMAAqVC6.jpg:orig


BlddUSPIQAASaRe.jpg:orig
ibkPbhpOTZg6C9.JPG


zZ08UOf.jpg
 
Here are some that actually show off just how much detail was put into Delsin's clothing:

qKdJl6n.jpg


HGcyrG5.jpg


h4YpWmL.jpg
 
Infamous looks great in certain stylized shots or some of the shots with the car headlamps glaring, but in actual gameplay shots Unity takes it. I like the effects and road textures in Infamous SS a lot, but everything else has a boring flat look to it. Still awesome though.
 
Good. I'm glad you mentioned tech.



SMAA gets rid of aliasing.. ok. And? That shouldn't be a graphical feature that makes it better than other games. Some games boast good graphics and don't have good AA methods - i.e. DriveClub.



Actually it doesn't. The textures blur rather rapidly (see shots below).



They boast it, but in practice, it is very lackluster.

7riD4nY.jpg


Those bricks hardly look physically based at all. Moreover, look at the detail. Where is the good AF in that shot? There are no multiple texture layers to make the bricks look worn or used. The windows look non-detailed and just outright flat looking. Overall, the material look very simplistic.

x2QTZEL.jpg


The wood, pipe, and bricks all look the same material (i.e. phong or blinn).

Look at Unity's buildings and how they do have multilayered textures, and materials exhibit physically correct reponse.

JO2imFL.jpg


This interior shot shows the diversity in materials. Everything looks like it's from a different material and responds differently to lighting.

bD6U3zP.png




Actually the lighting looks very bland compared to Unity. There is no indirect light bounce in areas where there should be. Look at this image.

c0en1Xm.jpg


There is no way it should be that dark underneath the overhang structure to the right. You should at least see light from the environment sky. Here is a Unity shot:

5YROCnE.jpg


Notice how the light bounces inside the overhang and still lights up the ceiling even though it's completely out of direct sunlight.



And those are mostly reflecting light sources and not actual geometry.



And yet, we don't see it. We only see particle streaks that are light sources that don't even cast shadows. Even the car headlights don't cast shadows.



I'd say there particle system isn't as complex as you think. Lords of the Fallen has a better system IMO.



No, I really can't.

I know you picked out those shots to try to make a point but you picked some of the least impressive shots I've seen of either game lol.
 
I swear to god some of you have off topic syndrome. damn near every f***ing thread on this site ends up so far off topic.

You are right, this thread is about Uncharted 4, I apologize for my part in derailing this thread.
 
You are right, this thread is about Uncharted 4, I apologize for my part in derailing this thread.

My fault too. I'm not going to comment further about Infamous in this thread.

On topic, I hypothesize that ND will focus first on attaining that target in terms of visuals before trying to get to 60 FPS. If they can't, they'll just lock it @ 30.
 
My fault too. I'm not going to comment further about Infamous in this thread.

On topic, I hypothesize that ND will focus first on attaining that target in terms of visuals before trying to get to 60 FPS. If they can't, they'll just lock it @ 30.

Yeah I'd rather they do that, it's good to know that as good as that demo looked it was running at 37 fps according to what the dev kit said as it was being demonstrated. If it's something like a few other PS4 games where it runs at 30 or above but is uncapped I'd be totally happy with it.
 
I gotta ask, why do you guys like uncapped games?
 
Those are horrible shots. Here are better ones:

I showed in-game screenshots. It is what it is. If the game is so consistent then one should be able to pick any given frame and show off it's merits. I can do that in Unity and Ryse. Not so in ISS. Also you are showing cutscenes in shots where it doesn't look anywhere near as good while actually controlling the character... yet another thing that gamers these days tend to do.
 
Infamous has 1080p, 35 FPS avg for second son, 40 FPS for First Light, modified SMAA resulting in one of the more impressive AA methods used in next-gen games today, good AF, physically-based rendered lighting system resulting in more natural/realistic lighting, mix of realtime screen-space reflections and cube maps, advanced particle system - engine capable of breaking down and throwing around tens of thousands of particles at any time, alpha effects rendered at full resolution and in large volume with complete shadowing which is typically very demanding, even so with all of these effects, engine is capable of staying above 30 FPS most of the time.

Based on resolution and FPS alone, you can see why maybe Unity may have more AI effects in-game but visually, Infamous SS and First Light are top notch.

Unity LOL
Let me add to your list way better physics and special effects.
 
Good. I'm glad you mentioned tech.



SMAA gets rid of aliasing.. ok. And? That shouldn't be a graphical feature that makes it better than other games. Some games boast good graphics and don't have good AA methods - i.e. DriveClub.



Actually it doesn't. The textures blur rather rapidly (see shots below).



They boast it, but in practice, it is very lackluster.

7riD4nY.jpg


Those bricks hardly look physically based at all. Moreover, look at the detail. Where is the good AF in that shot? There are no multiple texture layers to make the bricks look worn or used. The windows look non-detailed and just outright flat looking. Overall, the material look very simplistic.

x2QTZEL.jpg


The wood, pipe, and bricks all look the same material (i.e. phong or blinn).

Look at Unity's buildings and how they do have multilayered textures, and materials exhibit physically correct reponse.

JO2imFL.jpg


This interior shot shows the diversity in materials. Everything looks like it's from a different material and responds differently to lighting.

bD6U3zP.png




Actually the lighting looks very bland compared to Unity. There is no indirect light bounce in areas where there should be. Look at this image.

c0en1Xm.jpg


There is no way it should be that dark underneath the overhang structure to the right. You should at least see light from the environment sky. Here is a Unity shot:

5YROCnE.jpg


Notice how the light bounces inside the overhang and still lights up the ceiling even though it's completely out of direct sunlight.



And those are mostly reflecting light sources and not actual geometry.



And yet, we don't see it. We only see particle streaks that are light sources that don't even cast shadows. Even the car headlights don't cast shadows.



I'd say there particle system isn't as complex as you think. Lords of the Fallen has a better system IMO.



No, I really can't.
LOL at your poorly chosen ISS pics and how bad Unity looks in your cherry picked pics and I am guessing its the PC version lolz.
 
LOL at your poorly chosen ISS pics and how bad Unity looks in your cherry picked pics and I am guessing its the PC version lolz.

I'm sorry.. next time I'll look for a good setting in the game.. it takes awhile.. :)

In contrast, I can go anywhere in Unity and Ryse and take a snapshot to prove my point.. and NOT include in-game cutscenes either. ;)
 
I'm sorry.. next time I'll look for a good setting in the game.. it takes awhile.. :)

In contrast, I can go anywhere in Unity and Ryse and take a snapshot to prove my point.. and NOT include in-game cutscenes either. ;)
You don't even f***ing own Ryse on Xbox One and you are posting souped up PC version Unity shots that still look like crap.
 
You don't even f***ing own Ryse on Xbox One

I don't need to own it..

In that sense, there's no clear, revelatory improvement over the assets already present on Xbox One when looking at the two side-by-side. Close examination of Marius' armour reveals a slight boost in detail in spots but, in many cases, it's simply the lower resolution on Xbox One obscuring detail that was already present.

http://www.eurogamer.net/articles/digitalfoundry-2014-ryse-pc-face-off

and you are posting souped up PC version Unity shots that still look like crap.

Again.. it doesn't matter. I have ISS in my home and have played it plenty to make a sound judgement call on the graphics compared to Unity and Ryse.
 
I showed in-game screenshots. It is what it is. If the game is so consistent then one should be able to pick any given frame and show off it's merits. I can do that in Unity and Ryse. Not so in ISS. Also you are showing cutscenes in shots where it doesn't look anywhere near as good while actually controlling the character... yet another thing that gamers these days tend to do.

Those are in-game screenshots using gameplay engine elements; it's just using photomode which allows you to pause that moment in time.

Btw, are those Unity screenshots from the X1, PS4 or from your PC?
 
I'm sorry.. next time I'll look for a good setting in the game.. it takes awhile.. :)

In contrast, I can go anywhere in Unity and Ryse and take a snapshot to prove my point.. and NOT include in-game cutscenes either. ;)

Just goes to show you haven't gotten too far into the game because you would know that those are actual gameplay shots and not cutscene. Man, Sucker Punch really did wonders allowing the simple use of photomode since it lets the gamers control the dof and angle of their choice. Some of these photos are freaking amazing and you would have to agree because even you thought they were cutscene. In reality, they are just gameplay pics frozen in realtime.
 
I don't need to own it..



http://www.eurogamer.net/articles/digitalfoundry-2014-ryse-pc-face-off



Again.. it doesn't matter. I have ISS in my home and have played it plenty to make a sound judgement call on the graphics compared to Unity and Ryse.

You need to own it to post the screen shots you claimed you would post um DUH.
Unity looks like crap as does the racing game you claimed looked better then DC.
Your opinion blows when it comes to these things nobody wants to hear a PC biased trolls thoughts on console visuals.
 
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Just goes to show you haven't gotten too far into the game because you would know that those are actual gameplay shots and not cutscene. Man, Sucker Punch really did wonders allowing the simple use of photomode since it lets the gamers control the dof and angle of their choice. Some of these photos are freaking amazing and you would have to agree because even you thought they were cutscene. In reality, they are just gameplay pics frozen in realtime.
He is FOS and its getting old fast.
Just watch how bad he trolls The Order visuals just watch.
 
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Those are in-game screenshots using gameplay engine elements; it's just using photomode which allows you to pause that moment in time.

Btw, are those Unity screenshots from the X1, PS4 or from your PC?

Going off topic again I know and I shouldn't be but those Unity screens he used don't help his case, the game looks bad in those pics. I don't think Unity photographs well anyway to be honest, with infamous it was easy to take impressive looking screens but with Unity you kind of have to try, it's not bad looking don't get me wrong it just has to be seen in motion.
 
Going off topic again I know and I shouldn't be but those Unity screens he used don't help his case, the game looks bad in those pics. I don't think Unity photographs well anyway to be honest, with infamous it was easy to take impressive looking screens but with Unity you kind of have to try, it's not bad looking don't get me wrong it just has to be seen in motion.

How do I mark your post as funny and informative at the same time?
 
You don't even f***ing own Ryse on Xbox One and you are posting souped up PC version Unity shots that still look like crap.

If those are Unity PC shots, then I have to say even with those horrible screen grabs, Infamous Second Son stacks up quite nicely.
 
On topic for one post then bam off topic, go have this argument in another thread this is about Uncharted.
 
He is FOS and its getting old fast.
Just watch how bad he trolls The Order visuals just watch.

The Order is actually going to look very good. I already told you that. But I won't know for sure until I actually have the game on my TV and can move the camera around and judge.

BACK ON TOPIC!

I'll make a general thread for graphics talk..
 
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