Wonderful work, Uncharted 2 is the most amazing visual game of this year, I sure!
Can you give detail on some point which were mentioned ?
Did you use alpha blending for your hair shader in the game ? or do you relying only on alpha testing ?
When you said that you use the high res model in game.
You mean that for baked cinematic bink video, for in game cinematic and in game playing you use the same high res model ?
so this mean that when in game phase, drake is 37K at screen ? This include weapons, cloth, or only drake (hair, head and body) ?
You talk about an automatic progressive meshes system. This is only applyed on character, or object and background too ?
I suppose that you must provide to engine 3 different LOD mesh and it process the transition smoothly by welding vertex between different LOD (on SPU ?). Are you requried to do special work to handle texture distortion, seams in UV etc… during transition.
Many thanks to share your work, all of you!
cheers