“PS4 Pro allows us to render our view of the game” We talk to Naughty Dog

Uncharted 4

“PS4 Pro allows us to render our view of the game” We talk to Naughty Dog

It must be difficult to sell to someone the idea of the possibilities of 4K without a television before you are really rendering at that resolution. The “looks better ” is something inherent in the concept but in all that trash figures on resolutions grateful that someone from Naughty Dog down to Earth to explain better what all this means for the game and the player.

With them we talk about the power of PS4 Pro, changes between the techniques used between some games and others and how it affects that whole set to the overall experience. In the end, the summary of how all this brand what we see in games like ‘Uncharted 4’ or ‘The Last of Us’, is that we have a closer look at what its creators wanted vision from the beginning.

Uncharted 4

Image Source: Google Image

First, the basics, is approaching them trying to clarify what offer Day 1 patch that will be available for both games at the launch of PS4 Pro and canonical form, highlighting the two factors we have been discussing since the whole tangle of 4K universe to roll cast forth.

The two largest are the level of detail that offers improved resolution, higher resolution, and the other are improvements HDR rendering you can see in the shadows or in areas like the sky or sand where color was burned. It provides a level of detail extended that despite being in the original game, it was impossible to enjoy without rendering 4K.

We still believe that talking about rendering 4K seems to lose too lightly. Moreover after learning in the presentation of the console we are still far from a native resolution on consoles power problems and the price increase that would entail.

In Uncharted 4 we move to a rendering 1440p resolution, and we are rendering natively, no rendering checkerboard in this, that we render 1440p flip.

Checker boarding that responds to a technique that Sony is using for upscaling 4K. The idea is to harness the increased power of the console to detect which part of the previous frame can be used for the next and thus reduce the computational cost much more.

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With The Last of Us we do use rendering checkerboarding to 1800p. I think many of our developers will use it but it is very crucial rendering what strategy is used. With Uncharted, be able to render it in this way allows us to provide more detail of the textures in the game. With The Last of Us, to be talking about assets originally created for remastered for PS3 and PS4, the level of detail did not rise too when looking for a native rendering higher resolution, so we used different strategies.

Using a technique or another is limited to a choice of possibilities based on what had worked for the normal release regarding the power of the original console. Let us understand from this point, if a scene is loaded hundreds of effects of different particles, in the end the machine suffers, and that ends up affecting frames per second we see on screen.

In other words, when a game backfires, is a balancing problem between what you want to offer on screen and what the machine is able to swallow at that time.

Uncharted 4

Image Source: Google Image

Everyone has different decisions to make based on what scene rendering are ahead or how the game is rendered. Uncharted had many variables to consider when rendering: resolution, frame rate, particle effects, shaders, and we had to balance it all based on the power at our disposal.

The jump to PS4 Pro is loaded, in part, those barriers, allowing those elements who wanted to keep in the first instance because that was the vision of the team, but the console managed to not maintain stable, may be now, offering a vision more accurate than you wanted to show every moment of the game.

With PS4 Pro we have been able to introduce more variables, return to the scene and rebalance everything to seek the best possible image quality. It is one of the ways that we have followed, and probably whatever they pursue other developers. We could compare it to the parallel development of consoles and PC, you know you have to make sacrifices on either side but at the end of the day you want to make sure that any image you are rendering on screen I molded your vision of the game.

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