Sunday, October 4, 2015

Confrontation: Uncharted: Drake’s Fortune on the PS4 – Eurogamer.pt

Let’s be direct. Uncharted: Drake Nathan the Collection is a colossal task Sony and Bluepoint Games. Each of the games received a sublime level of care and attention, each worthy of careful consideration. Therefore, we decided to cover in detail each of them, starting with the game so dramatically improved: Uncharted:. Drake’s Fortune

With Uncharted: the Nathan Drake Collection, it’s time to back to top – Uncharted: Drake’s Fortune. The 2007 original is reborn on the PlayStation 4 with updated property, improved performance and sharper visuals. When looking at each of the separate games, it is clear that the original is one that benefits from the improvements. . There are many and each one feeds the rest, resulting in a more pleasant and balanced experience

Being the first game PlayStation 3 Naughty Dog, this talented development studio found itself facing its biggest challenge – the processor Cell. Originally called ‘Big Project’ Uncharted was written from scratch over 3 years. The Naughty Dog was known for its technical prowess but this led them to the limits. With minimal use of SPU, key to the successful development on the PS3, and such limitations, the original did not reach their full potential. However, the game was delivered on time and at the time was hailed as a great sample of the PS3. By revisiting the game, we were surprised to find so many technical faults – the most noticeable is the screen-tear constant. Fortunately, this has been fixed in PS4.

Drake’s Fortune on PlayStation 4 runs at 60fps with v-sync. The effort Bluepoint enables the delivery of a strong performance – 60fps almost perfect. When there is slowdown, the declines are not accompanied by torn frames, the game maintains the integrity of the image from start to finish. Of 3 games in the collection, it is the one with better performance.

This improvement comes along with changes and improvements in the fighting. The dead zone has been reduced, latency in the commands as well, and were made subtle changes to commands to allow Drake point more easily weapons. In addition, those who want a more relaxed experience, Explorer difficulty to opt for a help system in the sights, pressing L2. Either way, it’s more rewarding hit the head of opponents.

The Uncharted Remastered detailed analysis that examines how evolved the PS4. The changes are amazing.

The value of the damage also seem to have been set. By capturing the section in the jeep in easy, we note that the player can handle more damage to the PS4. This is balanced by the inclusion of the new way of Brutal difficulty, available after finishing Crusher – available immediately. It seems that every aspect from gameplay to graphics were considering target to convert the game and it makes it much more fun.

Then there is the image quality, which together with the frame rate and response helps to create a more fun experience. The remastered version runs at 1080p with a post-process anti-aliasing solution. When entering a new area, the higher resolution allows you to search faster targets. PS3 operates at 1280×720 with 2x MSAA. The multi-sampling is certainly higher than the AA technique used here but next to the lower resolution, lack of alpha coverage, and aliasing in shaders, we have a preference for the solution of the collection.

Another important step is the use of anisotropic filtering. In PS3, trilinear filter often results in blurred textures in gentle angles. There is a sense that much of this delicate detail in the art is lost. The PS4, we see a high quality filter, perhaps 16x. The texture is crisp but the most steep angles allowing the art to shine.

These improvements are standard for any remaster and always believed that Bluepoint fulfilled. What impresses both here is the effort to improve everything else. Goods, lighting and effects were rebuilt or reloaded in the new game.

The most noticeable change is the texture maps. A large number of textures is exchanged for higher versions. Meter new textures is risky and can spoil the original art but in this case, is a genuine improvement. What is surprising is how even incidental objects receive this attention – barrels, ropes, vines and everything is renewed. It seems that artists began to comb the fine project.

This also applies to the textures of the characters – the faces are more like characters from other games, more realistic skin due to the higher and better working shaders textures. The clothes also benefit from more detail thanks to textures in higher resolution. Of course, all these goods have the support of texture streaming as fast as you can avoid pop-in present in the original

improved textures go hand in hand with another big improvement -. Setting, characters and refurbished items. A lot of goods were recreated for the collection, eliminating the main problems. Rock formations with polygon edges are now smoother and polished. The arcs are more rounded, objects have more detail, the foliage is improved. The scenario that still holds up is the same but many of the sharp points of the original have been completely eliminated. It’s the kind of work that we last saw in remaster version of Grand Theft Auto V.

Then there changes in lighting and shadows. The shadow map used in exterior is refined with a slight increase in resolution and quality of the filter. The sun itself was repositioned in certain scenes, varying the position of shadows on the original. Shadow maps are visible at a greater distance in the PS4 – something that is felt due to the long range detail

Inside, the dynamic shadows used in several scenes have improved filters.. Many of the shadows in the interiors seem to have far higher resolution. Interestingly, we noticed a single time when dynamic shadows have been removed. Early in the game after burn a pile of barrels, the PS3 version displays shadows trembling depending on the debris fall. The PS4 that was removed

The shadows on characters are also better and more natural lighting is visible -. Especially in the interior. The original had some low light scenes where the characters displayed a polished complexion with very aggressive specular highlights and this has been fixed. The ambient occlusion is present in the remaster to give a greater sense of depth to the scenarios

Then we have the foliage. – Key element in the game. The grass is illuminated more natural and seems to have higher density, while many mixtures of trees have been remodeled with more triangles, for a smoother look. The interesting thing in this game is how the grass is used: instead of using typical alpha textures to grass, individual blades are completely modeled objects placed in parts of the world. Allowing Drake to interact with individual grass clippings to run. It is a similar to the technique used in Metal Gear Solid 3 – Snake Eater.

The effects work has received many improvements; effects of explosions have been modified, eliminating the infamous outbursts of original and smoke effects operate in higher resolution – used the original alpha effects of low resolution that resulted in sawn edges in certain objects. Visible shadow in columns of smoke are less noticeable due to the change but improvements are almost always for the better.

Review the frame rate in the PS4 version against the original. If they are sensitive to screen-tear should be careful when looking at the original.

The approach Bluepoint to motion blur is exceptional. The original had a motion blur for basic camera operating in the GPU. Extreme low-resolution effect appeared only when the chamber was rotated at high speed. The remaster adopts the motion blur high quality first seen in Uncharted 2. It means that characters, camera movement and in some cases the scenarios, leave benefit. This can be turned off in the options. We ran some tests to see if the motion blur affects performance. In the case of Drake’s Fortune, no. The few segments where performance falls gives the same results with or without motion blur. We’ll have to see what happens in the aftermath.

The narrative is very important in this series most sequences run with pre-rendered video. The original video files are in the same resolution and frame-rate game but the compression artifacts spoiled their appearance. The PS4, the Bluepoint had to get cutscenes of three games on one disc of 50GB. If you think that the cutscenes now run the 1080p60, storage requirements are huge. The used compression method seems astonishing showing few visible artifacts compared to the original but when there are darker scenes, macro blocking the surge. The video quality is below that in The Last of Us Remastered but still better than the original. Does not spoil the game if they think the limitations but disappoint a bit.

The assets used in cutscenes are all improved to make them equal to gameplau in real time so we have not only quality improvement versions. It is interesting to have added transitions “go to black” to sequences, allowing smoother jumps between game and cutscenes. Although small, this change helps create a more polished experience. Loading times between menu and gameplay improved a lot.

After this article we will have others with analysis Among Thieves and Drake’s Deception, but in the meantime we have here an initial look at the performance in the three games.

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