When it comes to pushing hardware to its limits, Naughty Dog is one of the best in the business. Yet, more than any of its previous games, it was Uncharted 2 that really demonstrated just how much of a technical powerhouse the studio really had become. The PS3 original was a technical marvel in its time and a huge improvement over the first Uncharted, with sweeping changes made to lighting, animation, materials, and frame-rate.
So when approaching the remastered Uncharted, we weren't entirely sure what to expect. Unlike Drake's Fortune, returning to the original PS3 release of Among Thieves isn't difficult - it remains a beautiful, highly playable game that continues to impress to this day. Improving upon an already polished experience is not a simple task by any means. So how has Bluepoint tackled this already stunning looking game in bringing it to PlayStation 4?
To begin with, we see the expected improvements right up front. That means a full 1080p resolution coupled with an excellent post-process anti-aliasing solution that manages to dodge in-surface aliasing while minimising flicker and blur. In addition, anisotropic filtering is utilised across the game with a variable level of quality. We see some surfaces operating with what looks similar to 16x AF while other, less important details seem to go as low as 4x. Even at its lowest level, it's still a substantial improvement over the trilinear filtering used on PlayStation 3. Image quality is simply excellent all around here.
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So when approaching the remastered Uncharted, we weren't entirely sure what to expect. Unlike Drake's Fortune, returning to the original PS3 release of Among Thieves isn't difficult - it remains a beautiful, highly playable game that continues to impress to this day. Improving upon an already polished experience is not a simple task by any means. So how has Bluepoint tackled this already stunning looking game in bringing it to PlayStation 4?
To begin with, we see the expected improvements right up front. That means a full 1080p resolution coupled with an excellent post-process anti-aliasing solution that manages to dodge in-surface aliasing while minimising flicker and blur. In addition, anisotropic filtering is utilised across the game with a variable level of quality. We see some surfaces operating with what looks similar to 16x AF while other, less important details seem to go as low as 4x. Even at its lowest level, it's still a substantial improvement over the trilinear filtering used on PlayStation 3. Image quality is simply excellent all around here.
Read more…
More...