Source 1:
http://gamingbolt.com/uncharted-4s-t...-all-in-engine
They (Naughty Dog’s Studio Coordinator Rodney Reece and Lead FX Artist Keith Guerrette) confirmed to us that the Uncharted 4 trailer showcased during Sony’s E3 2014 press conference
was a part of an actual level in game. Secondly, they also confirmed that the
entire trailer was running in real time on the PlayStation 4 and it was all in-engine.
Source 2:
http://forum.beyond3d.com/showpost.p...&postcount=265
No, it is definitely real-time, (as my post yesterday might hint) I had one of their devs explicitly confirm to me yesterday that it is running in real time, on a single PS4 and not pre-recorded.
Beginning with Uncharted 4, all Naughty Dog games will feature completely in engine, real time, 3D cutscenes (if they even stay cutscenes anymore), a huge performance departure from what they used to ship.
This post has been corroborated by a dev at Ubisoft, Montreal (Thanks, Shinobi):
Source3:
http://www.eurogamer.net/articles/di...f-us-at-60-fps
We've studied the video in a little more depth and have concluded that it's definitely running at native 1080p resolution (as opposed to being rendered at a very high resolution, then scaled down - a process known as super-sampling). Small clipping anomalies, a touch of specular aliasing on Nate's shirt as he sits up, along with some shadow aliasing on his forehead also suggest a real-time render. On the face of it, we're still looking at some pretty incredible anti-aliasing here for a real-time technique on a game running at 60fps, particularly when it comes to the perfect, artefact-free rendering of Nate's hair - but the combination of the low contrast setting, slow camera movement, motion blur and depth of field would work well generally in making aliasing much less of an issue.