Nice comparison. When you make U4 look rough, you know it's next gen time!
Basically, lol.What I got from this is that Uncharted 4 still looks incredible, but the jump is pretty clear.
Me too. There is in the flight scene but it is too distant, on the side, so you can't really see how it looks.
I mean... this makes a really good case for diminishing returns. Even dramatic technological improvements don't make for immediately obvious changes compared to previous generations.How are some people still saying diminishing returns after seeing this..
*Lara Croft is just standing at the corner, looking in the distance why nobody remember her*
Hopefully they've got something in the works already.UE5 nanite only works with static geometry so no next gen foliage yet XD
What I got from this is that Uncharted 4 still looks incredible, but the jump is pretty clear.
DieH@rd OP you should try to put UC3 or TLoU alongside too, will be interesting to see the leaps between the 3 generations.
If I remember UC3 graphics correctly, UC3 to 4 seems like a bigger jump than UC4 to the demo. Not that the the latter jump is also not massive, both of them are.
Diminishing returns doesn't mean there aren't any upgrades.How are some people still saying diminishing returns after seeing this..
Are you sure about that? Is this technology really not going to work on characters?UE5 nanite only works with static geometry so no next gen foliage yet XD
I think U4 is a gorgeous game but I'd rather compare Dreams with UE5 (please be gentle with me lol)
As with most people I've been blown away by what was shown during the UE5 presentation.
The tech on display when it comes to nanite is what impressed me the most.
Saying that, I was playing Dreams last night and in my view the tech is already out there and fully playable on PS4.
This is a video I uploaded last night.
The same limitations apply, as the levels built in Dreams are using cloning methods to keep the file sizes down. This is something that will also be a problem with using assets as high in quality as the UE5 engine demo. Clever placement of the assets will be just as important as the quality too.
I can't wait to get into next gen, but I also feel like a taste is already out there.
This level I played last night looks fantastic and all the geometry is lit and casts shadows correctly.
While UE5 is going to allow any dev to push for a leap in details, I don't think it will be the only solution and may well not be the best at delivering it.
You will miss a lot of references, but other than that you'll be fine.Kinda going off-topic here, and I hope it's OK. I never played any UC game whatsoever. If I play UC4, will I understand anything story-wise? Or do I absolutely have to play the previous games? I have UC4 in my backlog for ages but never had the chance to play.
It can handle rigid transformations like for example a door, or a solid element moving, but it does not support transformable geo. like bending foliage and characters and anything that distorts the geometry. I am sure at some point the industry will find a way to do that still but for now its just tied to mostly static objects.Are you sure about that? Is this technology really not going to work on characters?
That's disappointing. UE5 isn't quite as groundbreaking as I imagined. When they talked about importing zbrush models I didn't realize they meant static objects.It can handle rigid transformations like for example a door, or a solid element moving, but it does not support transformable geo. like bending foliage and characters and anything that distorts the geometry. I am sure at some point the industry will find a way to do that still but for now its just tied to mostly static objects.
That depends on if other companies have actually figured out their own equivalent to UE5's Nanite. If they have then I expect asset generation time to either stay the same or decrease. Not having to waste weeks creating low poly versions of assets is going to be a massive time saver.I do wonder if we'll see anything quite this detailed, one thing most people aren't accounting for is that authoring assets to this level of quality is going to increase the amount of time needed for artists to create assets pretty massively.
*Lara Croft is just standing at the corner, looking in the distance why nobody remember her*
It's really not. The environment geometry and texturing is worlds apart. This generation saw a huge boost for character model details, but a very minor uplift for environment detail. Rocks are only slightly higher in poly count. Trees and grasses are still the exact same tech with low poly tree branches and flat-planed grass meshes for the most part. Textures are still muddy as hell up close. Some games put more effort in here than others (Kingdom Come deserves a shout out) but comparing Uncharted 3 to 4 for example, the environments aren't a colossal leap - it's the characters that see a big leap. This UE5 tech allows a colossal leap for environment design (while simultaneously speeding up the art pipeline, which is awesome).
What if the foliage itself is static but they use vertex colouring to give the appearance of it bending and reacting like so many games do this gen, including UC4? You think that could work with this?It can handle rigid transformations like for example a door, or a solid element moving, but it does not support transformable geo. like bending foliage and characters and anything that distorts the geometry. I am sure at some point the industry will find a way to do that still but for now its just tied to mostly static objects.
I doubt they spent much time and effort on conceptualising, designing and fine tuning the character in UE5 demo. Something they no doubt would do for the main characters in a proper game. The girl in demo is a no name character meant to just guide you through the demo. In terms of detail we were already at quite high quality with character models this gen, and there are no new techniques being used in creating her really.Can we talk about how the Uncharted character models look better lol
It can handle rigid transformations like for example a door, or a solid element moving, but it does not support transformable geo. like bending foliage and characters and anything that distorts the geometry. I am sure at some point the industry will find a way to do that still but for now its just tied to mostly static objects.
That's disappointing. UE5 isn't quite as groundbreaking as I imagined. When they talked about importing zbrush models I didn't realize they meant static objects.
Yea, I know the purpose of the demo was on the environmental detail and lighting but it's still kind of funny.I doubt they spent much time and effort on conceptualising, designing and fine tuning the character in UE5 demo. It's a no name character meant to just guide you through the demo.
Dreams is an effective immitation, but there's no fine detail to stuff the same way you get in UE5 once you get up close. It's all flecks.
Some more
Sottr is still a good looking game. Got tired of the gameplay after a while though, maybe i should give it another shot
Yeah, it's going to be crazy, I can't wait to see what they can do when they get their hands on the PS5. Guerrila (and Insomniac) too, their tech prowess is nuts as well.The things ND will be able to do with this hardware... I seriously can't even imagine it. Give me a Sci-Fi/Bladerunner-esque World, ND!!
The next God of War will melt eye-balls as well.
This was all done quickly via google image search, I'm sure someone could find better Uncharted 4 examples. UE5 pictures were taken from 4K Vimeo feed [but still are in JPEG].
It's important to note that realities of both projects are different. Development priority for a tech demo is to look as best as possible at all times, while full games have to provide dozens of hours of content.
It will be very interesting to compare big AAA nextgen-only games with big 8th gen hits. This is only the beginning, many studios will have their own solutions for taking advantage of nextgen hardware.
Damnit, now I have to play UC4 on my 4KTV now huh? Does it still hold up?