• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.
  • The Politics forum has been nuked. Please do not bring political discussion to the rest of the site, or you will be removed. Thanks.

Analysis Review DF - Ratchet and Clank: Rift Apart PS5 - The Digital Foundry Tech Review

Gamer79

Member
Apr 9, 2015
885
1,933
630
I'd love to be able to buy a PS5 and try it out but it's been 7 months now almost and every time stock drops it's gone in 2 seconds.

So frustrating.
keep trying playstation direct. It's how I got mine. They have a system that beats the bots. I got mine 2 weeks ago and wasn't really looking hard. I just followed a few trackers and found it to be in stock there.
 

Guilty_AI

Member
Apr 12, 2020
4,509
8,907
720
You are seriously confused about how these processes work. "Doesn't matter if it's on ram or not". Are you serious? That's exactly the point.
Nah, i'm perfectly aware of them.
And in this game you can already jump from any of its worlds to the others.
So far only seen two at time. And if you mean the initial sequence where he goes from one world after the other, the racing game i showed before does the same thing.
It's just that you either are not interested to understand how it works, or it's simply denial for some misterious reason.
I'm fully aware of the advantages of using SSDs, its great for making the devs life easier. I just don't drink big corp PR kool aid like some here do, so i also understand perfectly well this whole thing about "New types of games that weren't possible before!" is either PR bullshit or fanboy mass delusion, probably both.
 
Last edited:

Md Ray

Member
Nov 12, 2016
3,647
11,651
735
Haha
I mean half the destruction looks like trash, foliage is meh. Walking on the grass looks terrible.
I just find the better something looks the more bad I notice. Texture poppin. Stuff like that.
Animated GIF
 

Guilty_AI

Member
Apr 12, 2020
4,509
8,907
720
a new Open World
an impressive draw distance
with 1,000 stationary, moving objects, some with hairy legs
loading time = under 2s
vs
a narrow corridor with few pipes
no draw distance and 1 enemy shooting
loading time = too long, they had to cut the clip

bud GIF
"new gen game has better visuals than a game from 3 gens ago"
 
Last edited:
Jun 1, 2016
2,411
3,068
785
It's great if you don't notice, but I think this gen is gonna be tough for me. It's the first one Shadow popin really sticks out. Lods in general I never really noticed without looking hard for them, but on these new gen games, it's so obvious with everything else looking so good.
 

Krappadizzle

Member
Oct 4, 2011
16,231
8,949
1,275
You mean Prey 2006? Yes, i found out about it recently and now i have an itch to play it.
It's aged very well. There's some really awesome set-piece moments in it and it legit has one of my favorite openings in a game ever. I reinstall it on Steam every few years and give it a go. Been a while since my last playthrough, might just do it now after I finish Blood.
 
Last edited:

ABnormal

Member
Mar 20, 2020
256
450
260
See if you compare 1 second to say 5 second or 10 seconds I can see you calling it instant. Comparing a second (Ratchet) to a frame(the medium) I don't think you can call it instant. That would make the medium 30 times faster than instant, and that just sounds weird.
It would be awesome if they talked more and gave more specifics. In these forums it's anywhere from basically 0 all the way to 12gb/s every second. Game looks and runs great, however much data is moving around.
Ciao, Giovanna, come stai? Come state tutti? E' ancora ristretto l'accesso, o posso passare a trovarvi? Ora che siamo finalmente in zona bianca vedo che gli ospedali e le case di riposo hanno allentato un po' il protocollo di sicurezza. In queste settimane sto lavorando nella casa di riposo di Sacile e qualcosa sta cambiando. Fammi sapere e passo a salutarvi :)
The talk about the lenght of warping between worlds is going on because is a technical feat previously impossible through streaming from ssd (which allows to have the full amount of ram dedicated for each world, if the developer wants). We are not speaking about gameplay, just the tech. And the tech used in The medium is not the same nor anything that hasn't been used before.
For that reason, comparing them is pointless, especially if the comparison is to show an immaginary advantage o The medium on R&C.
Simply put, R&C uses a streaming system which is capable to load entire levels in a split second. The medium doesn't use any streaming at all, and its level of detail has to reduced the more worlds you keep at the same time in ram.
 

ABnormal

Member
Mar 20, 2020
256
450
260
I'm fully aware of the advantages of using SSDs, its great for making the devs life easier. I just don't drink big corp PR kool aid like some here do, so i also understand perfectly well this whole thing about "New types of games that weren't possible before!" is either PR bullshit or fanboy mass delusion, probably both.

Well, then you have to realize that you have the presumption to think that you are better than others, and that obviously developers are lying. And of course the evergreen "it's just mass delusion", so that you can delude yourself that you are somehow smarter.

God, that's the primary, miserable trend on any social network... Instead to do their best to improve themselves and grow in a genuine self-esteem, people more often try to look higher trying to make others look lower. That's really sad...
 
Jun 1, 2016
2,411
3,068
785
The talk about the lenght of warping between worlds is going on because is a technical feat previously impossible through streaming from ssd (which allows to have the full amount of ram dedicated for each world, if the developer wants). We are not speaking about gameplay, just the tech. And the tech used in The medium is not the same nor anything that hasn't been used before.
For that reason, comparing them is pointless, especially if the comparison is to show an immaginary advantage o The medium on R&C.
Simply put, R&C uses a streaming system which is capable to load entire levels in a split second. The medium doesn't use any streaming at all, and its level of detail has to reduced the more worlds you keep at the same time in ram.
I know. Again I wouldn't call it a split second. It's a second or more.
 

Guilty_AI

Member
Apr 12, 2020
4,509
8,907
720
Well, then you have to realize that you have the presumption to think that you are better than others, and that obviously developers are lying. And of course the evergreen "it's just mass delusion", so that you can delude yourself that you are somehow smarter.

God, that's the primary, miserable trend on any social network... Instead to do their best to improve themselves and grow in a genuine self-esteem, people more often try to look higher trying to make others look lower. That's really sad...
its ok Mr Boner, no need to rant on your keyboard. Your edgy avatar and username already speak for all the sorrow and despair you feel towards humanity, in a unjust world that just refuses to fit the perfect ideals you discovered by yourself, ideals that you just know are the correct ones out of the hundreds out there. Here, have a hug

 
Jan 29, 2019
6,611
7,266
520
Drawing a cylinder with a disc on the end and a firing-pin texture for shell casings, that's all pretty easy and basic shapes (and once you have one shell in memory, every other shell is the same as the last one... unless they did like crush or a unique stamp for the metal scorch.)
Why don't all games so this then? It's so easy that any idiot can do this...

Also, what all these words do not explain to me is why they would store LODs of that quality with "traditional" techniques, not only for ammo shells but for the little insects.

Why I say it's a technique similar to nanite is because the whole machine is built around that kind of high quality models, this is what Cerny called a "true generationnal leap", Unreal emgine is probably the most public implementation of that family of asset storage a to and streaming technology. It's only fair to think Sony and other big studios have access to the same type of tech.
 
Last edited:

RaySoft

Member
May 31, 2013
1,114
1,723
760
Oslo, Norway
Holy shit!

It all looks so incredible but the when he zoomed in on that little bug and it maintained the level of detail my jaw hit the floor 😲

Insomniac are just showing off at that point 😅

Can someone smarter than gif that part you would be a real sweetheart🥰
Insomniacs answer to Nanite? I didn't see any LOD switching in the clip I saw, or was it edited out? If not their engine support dynamic scaling of geometry, wich would be logical.
 
  • Like
Reactions: Raonak

StateofMajora

Member
Aug 7, 2020
1,445
1,867
380
Why don't all games so this then? It's so easy that any idiot can do this...
I remember in Uncharted 2 the discarded gun clips could pile up on the floor if you reloaded every shot, must've been dozens before the first one fades away because there's too many littered about.

Yeah I too kinda scratched my head when John praised those shells tbh

But anyways this game is insanely detailed no doubt
 
Last edited:
  • Like
Reactions: CamHostage

CamHostage

Member
Sep 30, 2004
6,891
2,022
1,645
Why don't all games so this then? It's so easy that any idiot can do this...
...For one reason, because they don't have to, when you can just go buy "digital ammo" on the Unreal Marketplace for $5.


To be less of a clod about it, I'm not saying any idiot can do what Insomniac does, I'm just saying that this isn't Nanite-type technology at hand here. These are shapes, and these are PBR materials, and Insomniac has smart technicians making a great engine to display both super well.
 
Last edited:

ZehDon

Member
Jun 13, 2013
4,234
7,415
815
Australia
Looks incredible; hats off to the folks at Insomniac, not only are they delivering quality titles, they're delivering those titles at a heck of a pace. Glad to see those frame stutters were removed; they were really my only issue with the reveal. And they're not wrong: it really does look better than that CGI movie, which is insane.
 
Jun 12, 2016
1,723
904
470
Insomniac are wizards. I really don’t know how they do it. 😳 How are graphics like this possible especially from a launch window game this early into the gen? The game is polished to perfection and has attention to even the most minute details. They even managed to upgrade the visuals from the previews and threw in 60fps with raytracing at 1440p. All of this would be impressive on its own but then they released this mere months after also launching the stellar Spiderman Miles Morales and Spiderman Remaster? Somebody stop these guys, they are hacking 😂!
 
Feb 15, 2021
230
231
225
Insomniacs answer to Nanite? I didn't see any LOD switching in the clip I saw, or was it edited out? If not their engine support dynamic scaling of geometry, wich would be logical.
I rewatch it and we don't see him zoom in. Still the detail for what many players will just run past is crazy
 
S

Shodan09

Unconfirmed Member
The first proper AAA game for this gen is a sight to behold,i can only imagine how good God of War is gonna look🤯 🤤
It likely won't be as advanced as it's a cross gen game as far as I know.
 
S

Shodan09

Unconfirmed Member
It's great if you don't notice, but I think this gen is gonna be tough for me. It's the first one Shadow popin really sticks out. Lods in general I never really noticed without looking hard for them, but on these new gen games, it's so obvious with everything else looking so good.
Funny you mention this. I really noticed the LOD transitions playing Village on series X. I've never really been one to notice either but when environments are starting to look photorealistic little things like that definitely stand out more.
 
  • Strength
Reactions: Werewolfgrandma

abel empire

Banned
Feb 8, 2021
661
1,578
395
So many salty people in here, it seems they cant handle excellent art and production. Very sad but as usual you cant olease everyone.
 

ABnormal

Member
Mar 20, 2020
256
450
260
its ok Mr Boner, no need to rant on your keyboard. Your edgy avatar and username already speak for all the sorrow and despair you feel towards humanity, in a unjust world that just refuses to fit the perfect ideals you discovered by yourself, ideals that you just know are the correct ones out of the hundreds out there. Here, have a hug


Well, happy 12th birthday. Very mature discussion for your age :messenger_tears_of_joy:
 

JerryinSoCal

Member
Apr 11, 2020
1,171
2,053
390
The talk about the lenght of warping between worlds is going on because is a technical feat previously impossible through streaming from ssd (which allows to have the full amount of ram dedicated for each world, if the developer wants). We are not speaking about gameplay, just the tech. And the tech used in The medium is not the same nor anything that hasn't been used before.
For that reason, comparing them is pointless, especially if the comparison is to show an immaginary advantage o The medium on R&C.
Simply put, R&C uses a streaming system which is capable to load entire levels in a split second. The medium doesn't use any streaming at all, and its level of detail has to reduced the more worlds you keep at the same time in ram.
The medium also only renders a very small area it's not like it's a whole world being loaded in twice, you have very little control of the camera etc.
 

kungfuian

Member
Apr 20, 2013
532
314
650
Sacramento, CA
The near instant world swapping allowed by the ssd is nuts, and is going to change the type of games possible on PS5. This game is just the beginning. When this type of streaming/asset swapping becomes common place it's going to allow for some very film like experiences that were just not possible in prior generations.

Imagine playing games where the camera zooms in to the character's face in one level only to zoom back out in a new level; with no visible loading. There are so many camera techniques used in film to transition from scene to scene that will now be possible. It's going to lead to an entirely new type of game.
 

Kumomeme

Member
Mar 20, 2017
2,096
2,345
495
Malaysia
on positive way it seems we dont need wait longer to see the potential of nextgen expesially the SSD. we already see example of it at very earlier of generation. lets hope they just getting started. im glad they didnt make this cross gen title.
 
Last edited:

staticshock

Member
Jun 24, 2020
87
291
330
Not sure from where you have taken those numbers, but developers themselves stated that ram is completely filled in the time of those warps. Being partial of entire levels, or textures, or other, that's the amount of data moved around.
I mean come on this is some low poly rocks with low resolution texture on a stylized mesh. Look at the ground and the tree trunk.
Like come on. We know texture data is like 70-80% of game data. A stylized/cartoon game makes things so easier to load data because there's less texture complexity.
I hazard to guess that these rocks are not even 1,000 triangles. Now compare them to what people expect next gen...(cough UE5 demos, Quixel Demos, etc)
That doesn't mean Rift Apart isn't a great looking game. It is. The baked static GI, art style and particles are great.

But its made up of low poly environment and simple texture complexity. This makes it easy to push data because you don't have to push 4k-8k textures that a photorealistic game is aiming for.
We all know if we saw a game with those kind textures on rocks, we would make alot of noise about it and this is worse, a stylized rock which hides low resolution texture.





 
Last edited:

DeepEnigma

Gold Member
Dec 3, 2013
49,344
105,232
1,430
I mean come on this is some low poly rocks with low resolution to the point that its even blurry and that's hard to do in a stylized mesh. Look at the ground and the tree trunk.
Like come on. We know texture data is like 70-80% of game data. A stylized/cartoon game makes things so easier to load data because there are no texture complexity.
I hazard to guess that these rocks are not even 1,000 triangles. Now compare them to what people expect next gen...
That doesn't mean Rift Apart isn't a great looking game. It is. The baked static GI, art style and particles are great.

But its made up of low poly environment and simple texture complexity. This makes it easy to push data because you don't have to push 4k-8k textures that a photorealistic game is aiming for.
We all know if we saw a game with those kind textures on rocks, we would make alot of noise about it and this is worse, a stylized rock which hides low resolution texture.





The "blur" is from their DoF effect :pie_roffles:
 
Jun 1, 2021
557
813
350
Can't wait to have a mess around with the three different render modes before I decide which to use as my primary. They've had to do a lot to make me think this but I'll be honest, I could actually be tempted to go for the 30fps mode due to just how crazy it looks. We'll see though.
Bring on the PS5 Proin a few years that lets us have ALLl the good stuff at the same time. :messenger_smiling_hearts: