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Here is Why Ratchet & Clank: Rift Apart is a True Next-gen Game

Bo_Hazem

Banned
Let's jump straight to the 4K screenshots I've made from the video! Put in mind that the video itself is heavily compressed, but I made PNG screenshots to preserve as much details as possible:

Raytraced reflections:

Looking into this screenshot, you can clearly see Ratchet's raytraced reflection on Clank. The red bulb on Clank's head is also reflective on his own body on other frames.

vlcsnap-2020-08-28-17h25m18s267.png


And here is another shot showing the fine reflections on Clank's body/head:

vlcsnap-2020-08-28-13h37m33s664.png


GIF by Grinchy Grinchy

8BhPc7d.gif


Mirror reflection on that portal and reflections of all things on the shiny floor. Some effects aren't reflective, as it seems they didn't raytrace them. It's a mixture of cubemap and real-time raytracing reflections as it seems, and this is a pre-alpha build, improved over the first reveal, and should expect better results in the final build.

vlcsnap-2020-08-28-23h03m39s894.png


High-quality shadows (raytraced?):

You can spot that every hair has its own high-quality shadow:

vlcsnap-2020-08-28-13h38m13s823.png


Even during gameplay, look at the tail fur:

vlcsnap-2020-08-28-13h42m05s699.png


Subsurface scattering (translucency):

As noticed by Pedro Motta Pedro Motta , you can see it clearly on the pinky alien on the left here.

vlcsnap-2020-08-30-04h42m56s399.png


High-quality particles:

Just look at the liquid splash and other particles that can be extremely crowded in some parts of the demo without noticeable penalty in performance.

vlcsnap-2020-08-28-17h27m26s545.png


A GIF by GymWolf GymWolf

jO25hC.gif


Extremely fast and dynamic transitions:

Powered by state-of-the-art SSD customization and assisted by extensively detailed I/O.

vlcsnap-2020-08-28-17h43m56s517.png


Dynamic, high-quality damage deformation:

Some objects like the concrete blocks, you can see how different the damage model is and how they dynamically get broken eventually. Look at the side concrete blocks, you can see here even interactive particles of this lightning gun:

vlcsnap-2020-08-28-17h29m19s836.png


Look at the detailed damage and all the debris around:

vlcsnap-2020-08-28-17h34m48s462.png


And here they've been broken:

vlcsnap-2020-08-28-17h36m41s867.png


Infinite draw distance without aliasing:

Whether it's close or far all the way to the outer planets/moons, everything looks insanely sharp as if it's been pulled off directly from a Hollywood CGI movie. Geometry Engines help achieving that without a performance penalty, drawing what's needed to be drawn on screen per frame budget of polygons. Look at the wood texture!

vlcsnap-2020-08-28-13h19m41s543.png


High polygon-count models:

Near-CGI level that made many observers skeptical at first, but it's pretty clear that it will only get better as this latest demo was a refined version of the first one. Due to Geometry Engines and in updated game engines that take advantage of them, no more LOD's that add more wasteful size to game size.

vlcsnap-2020-08-28-13h42m36s754.png


True 3D Audio:

The sound quality is insane in that gameplay demo, use a headset to enjoy it. Many particles create their own sound, like the bullet shells for example. With all the chaos it can be overwhelming, just like in real life, but would be wonderful to spot secret treasures using True 3D Audio as some games tend to make unique sound effects for collectives. It would be appreciated in calmer situations when every sound is noticeable.

======

4d1ndq.jpg


Hope you enjoyed reading.

vlcsnap-2020-08-28-13h40m18s493.png


vlcsnap-2020-08-28-13h14m09s427.png


vlcsnap-2020-08-28-13h41m02s676.png


vlcsnap-2020-08-28-13h11m47s318.png


vlcsnap-2020-08-28-17h21m21s434.png

Download the 822MB video from here, thanks to dr guildo dr guildo :

Ratchet&Clank gameplay video - 4K direct feed 820Mb :

Enjoy !

Kudos to my friend, StevenPF from Playstar forums.

EDIT: More details found and helpful posts by other posters, thanfully:

What about that subsurface scattering / translucency on that pink alien to the left?


86nUL7m.jpg

I still wish we had realtime 3D water simulation instead of sprite based water splashes :-/


PXuV6Ty.png


sXNGz8I.png


LKwH8fv.png


What it was on the PS4 PRO

LYYHrW2.png

It still looks great!


DOF change
6rfuL4X.jpg

IrENZjG.jpg

OkEwsuC.jpg

Amazing video by NXGamer NXGamer

 
Last edited:

Bo_Hazem

Banned
How much of these features have to be disabled to play 60fps mode?

Probably resolution to be reconstructed from a lower native resolution using AI image reconstruction, a step above checkerboarding on PS4.

Spiderman looks insane. Can't wait for the gameplay reveal.

ND is feeling jealous at the moment, Insomniac is already setting the bar high. GG as well. More than sure the final Horizon FW will be much better than what we've already seen, reminds me of the rough image of Horizon ZD few years before release.
 

the_master

Member
Raytraced reflections:

Looking into this screenshot, you can clearly see Ratchet's raytraced reflection on Clank. The red bulb on Clank's head is also reflective on his own body on other frames.

vlcsnap-2020-08-28-17h25m18s267.png


And here is another shot showing the fine reflections on Clank's body/head:

vlcsnap-2020-08-28-13h37m33s664.png
I actually can't see that in the images, looks like a cubemap.

High-quality, raytraced shadows:

You can spot that every hair has its own high-quality shadow:

vlcsnap-2020-08-28-13h38m13s823.png


Even during gameplay, look at the tail fur:

vlcsnap-2020-08-28-13h42m05s699.png
The fur looks great but I am also not sure it casts any shadow. Does it? Maybe I am wrong but it seems like the images can show different fur normals lighting differently with no shadows.

High-quality particles:

Just look at the liquid splash and other particles that can be extremely crowded in some parts of the demo without noticeable penalty in performance.

vlcsnap-2020-08-28-17h27m26s545.png
Yeah. Awesome particles and so many!
Extremely fast and dynamic transitions:

Powered by state-of-the-art SSD customization and assisted by extensively detailed I/O.

vlcsnap-2020-08-28-17h43m56s517.png
This could be A LOT of fun (also super expensive to produce)

Dynamic, high-quality damage deformation:

Some objects like the concrete blocks, you can see how different the damage model is and how they dynamically get broken eventually. Look at the side concrete blocks, you can see here even interactive particles of this lightning gun:

vlcsnap-2020-08-28-17h29m19s836.png


Look at the detailed damage and all the debris around:

vlcsnap-2020-08-28-17h34m48s462.png


And here they've been broken:

vlcsnap-2020-08-28-17h36m41s867.png
Yay! Even more particles. No deformaton though, destruction for sure :)

Infinite drawdistance without aliasing:

Whether it's close or far all the way to the outer planets/moons, everything looks insanely sharp as if it's been pulled off directly from a Hollywood CGI movie. Geometry Engines help achieving that without a performance penalty, drawing what's needed to be drawn on screen per frame budget of polygons.

vlcsnap-2020-08-28-13h19m41s543.png
looks very cool, definitely no infinite draw distance but models, objects and everything does seem to have a lot of detail in the distance.
I am sure they can fix some lod popping bugs like some parts of the train.

High polygon-count models:

Near-CGI level that made many observers skeptical at first, but it's pretty clear that it will only get better as this latest demo was a refined version of the first one. Due to Geometry Engines and in updated game engines that take advantage of them, no more LOD's that add more wasteful size to game size.

vlcsnap-2020-08-28-13h42m36s754.png
Yeah really good models everywhere!

True 3D Audio:

The sound quality is insane in that gameplay demo, use a headset to enjoy it. Many particles create their own sound, like the bullet shells for example. With all the chaos it can be overwhelming, just like in real life, but would be wonderful to spot secret treasures using True 3D Audio. We would appreciated in calmer situations when every sound is noticeable.
Ah, I could not check that yet :)
 
Last edited:

Polygonal_Sprite

Gold Member
It's incredible looking. I'm glad Insomniac showed people what these consoles could really do when not held back by current gen hardware.

Did Crysis shrine really say he was too tired to break it down? LMFAO He's a salty fuck haha!

I created that meme on the other place by the way because I said to him he always had to have an issue with console exclusives to which he responded with "are you calling me a PC fanboy" and I replied "dude you have a Crysis shrine in your room". I can't find the post as I asked for my account to be deleted over there lol.
 
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MarkMe2525

Member
This game looks like a movie. I thought the PS4 ratchet looks amazing as well. I don't see those RT reflections on clank though. Looks like cube maps, still looks great just confused as the commentary says he's obviously reflected in clank's body and I just can't see it.
 

Venom Snake

Member
Even without any additional explanation, it can be seen with the naked eye that the new R&C is a next-gen title.

(Holy fuck, did i need a special permission to write this?? :messenger_open_mouth: I almost thought I saw a red dot between my eyes.)
 
Honestly I surprised how many Adults are creaming there pants over a kids game but then I remember there are bronies and other man child groups all over the internet....
You wanna get your pants all wet over Battletoads and then shit on R&C for being a kids game. R&C has some of the best gameplay in any combat based platformer there is. Seriously what is with you going into every Xbox thread in full defense mode and in every PS thread in full victim/attack mode.
 

onesvenus

Member
I actually can't see that in the images, looks like a cubemap.


The fur looks great but I am also not sure it casts any shadow. Does it? Maybe I am wrong but it seems like the images can show different fur normals lighting differently with no shadows.


Yeah. Awesome particles and so many!

This could be A LOT of fun (also super expensive to produce)


Yay! Even more particles. No deformaton though, destruction for sure :)


looks very cool, definitely no infinite draw distance but models, objects and everything does seem to have a lot of detail in the distance.
I am sure they can fix some lod popping bugs like some parts of the train.


Yeah really good models everywhere!


Ah, I could not check that yet :)
Thanks for saying this.
Bo_Hazem Bo_Hazem hyperbole does a disservice to the amazing graphics of R&C

I find quite amusing the talk about audio because in this video it's just the same thing as done in so many other games. It's like saying 4K details are amazing when watching a video on a 1080p smartphone screen.
 
Just look at the liquid splash and other particles that can be extremely crowded in some parts of the demo without noticeable penalty in performance.
I still wish we had realtime 3D water simulation instead of sprite based water splashes :-/
I actually can't see that in the images, looks like a cubemap.

PXuV6Ty.png


sXNGz8I.png



The fur looks great but I am also not sure it casts any shadow. Does it? Maybe I am wrong but it seems like the images can show different fur normals lighting differently with no shadows.

LKwH8fv.png


What it was on the PS4 PRO

LYYHrW2.png

It still looks great!
 
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