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.
And here is another shot showing the fine reflections on Clank's body/head:
GIF by Grinchy
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.
High-quality shadows (raytraced?):
You can spot that every hair has its own high-quality shadow:
Even during gameplay, look at the tail fur:
Subsurface scattering (translucency):
As noticed by Pedro Motta , you can see it clearly on the pinky alien on the left here.
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.
A GIF by GymWolf
Extremely fast and dynamic transitions:
Powered by state-of-the-art SSD customization and assisted by extensively detailed I/O.
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:
Look at the detailed damage and all the debris around:
And here they've been broken:
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!
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.
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.
======
Hope you enjoyed reading.
Download the 822MB video from here, thanks to dr guildo :
EDIT: More details found and helpful posts by other posters, thanfully:
Amazing video by NXGamer
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.
And here is another shot showing the fine reflections on Clank's body/head:
GIF by Grinchy
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.
High-quality shadows (raytraced?):
You can spot that every hair has its own high-quality shadow:
Even during gameplay, look at the tail fur:
Subsurface scattering (translucency):
As noticed by Pedro Motta , you can see it clearly on the pinky alien on the left here.
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.
A GIF by GymWolf
Extremely fast and dynamic transitions:
Powered by state-of-the-art SSD customization and assisted by extensively detailed I/O.
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:
Look at the detailed damage and all the debris around:
And here they've been broken:
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!
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.
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.
======
Hope you enjoyed reading.
Download the 822MB video from here, thanks to dr guildo :
Ratchet&Clank gameplay video - 4K direct feed 820Mb :
File on MEGA
mega.nz
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?
I still wish we had realtime 3D water simulation instead of sprite based water splashes :-/
What it was on the PS4 PRO
It still looks great!
DOF change
Amazing video by NXGamer
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