Ratchet and Clank PS3 - High Resolution screens

Ratchet & Clank Future: Tools of Destruction Hands-On

Ratchet & Clank Future: Tools of Destruction Hands-On

Superior graphics are a given for practically every PS3 game, but it needs to be said that the higher polygon count and extra details go a long way toward making these cartoonish characters come to life. The new hardware also enables a wider range of believable animation, so all cut scenes use in-game graphics. Like the characters, Ratchet & Clank's world springs to life, with cities gleaming with shiny, reflective surfaces. One of the levels featured a dinosaur world where the skies were filled with flying creatures and the ones grazing on the ground truly looked larger than life. In fact, Ratchet could actually run atop one of the dinosaurs from head to tail.

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I am so put off by the lack of proper shadows.

Not sure which proper shadows (or lack there of) you're refering to, but perhaps it's an artistic choice given a round shadow spot that's always directly underneath the players character helps to coordinate jumps better in a jump 'n run game.

I.e. when jumping from one platform to another, you can use the round shadow spot to see when you're directly above the next platform.

I've heard that this has been a reason even last gen why a lot of platformers went with a round shadow for the main character. Just a thought?
 
Look at the second picture posted above, there isn't a round blob for a shadow, there is a Ratchet shaped shadow.

If you are going to comment about shadows at least make yourself clear. (at Phat not Phil)

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I am not a GFX guru by any stretch of the imagination, but that looks like some "proper" shadows to me.
 
LOL
that is all.
[Modhat]'That is all' is not enough! Make sure your post contributes clearly your POV, or in this case disgreement with phat. If phat is wrong (in your opinion), the purpose of the disucssion forum is to point out things he may have missed.[/Modhat]

As for the shadows...
phat said:
I am so put off by the lack of proper shadows.
You'll need to explain yourself. Proper shadows on what/where? I just watched some 10-ish videos on GameTrailers. The shadowing is fairly standard. All the characters seem to have cast shadows. There are instances where these disappear. Ratchet ascending a lift doesn't cast a shadow onto the platform. In most cases though shadowing from characters is fine. Though it does also pop in when landing which is a bit rough.

What is a bit lacking, and if this is what you meant I agree with you, is scenery casting shadows. Boxes don't compose well with the scene because of this. Some of that could be put down to artistic choice, though if so, I don't agree wtih it. A small soft shadow under each box would be a big plus IMO.
 
[Modhat]'That is all' is not enough! Make sure your post contributes clearly your POV, or in this case disgreement with phat. If phat is wrong (in your opinion), the purpose of the disucssion forum is to point out things he may have missed.[/Modhat]

As for the shadows...

You'll need to explain yourself. Proper shadows on what/where? I just watched some 10-ish videos on GameTrailers. The shadowing is fairly standard. All the characters seem to have cast shadows. There are instances where these disappear. Ratchet ascending a lift doesn't cast a shadow onto the platform. In most cases though shadowing from characters is fine. Though it does also pop in when landing which is a bit rough.

What is a bit lacking, and if this is what you meant I agree with you, is scenery casting shadows. Boxes don't compose well with the scene because of this. Some of that could be put down to artistic choice, though if so, I don't agree wtih it. A small soft shadow under each box would be a big plus IMO.

Sorry my bad bro
 
Sorry, I somehow assumed my shadow complaint woudl be self-evident.

All the shadows look to me like simple drop shadows from the characters and enemies (drop shadows that have shape are still drop shadows). By "proper" shadows, I mean, in the extreme, every polygon as a caster and a receiver of shadows, or an approximation thereof, like in Heavenly Sword and Uncharted, two games, but far from the only two, that seem to be making a good stab at everything-on-everything shadowing. Even a few special-case projected shadows, like self-shadowing, character-to-scene, and scene-to-character, would vastly improve the cohesiveness of the graphics. Ratchet seems to be the only major game of this gen that isn't making any attempt at "proper" shadows.
 
... Ratchet seems to be the only major game of this gen that isn't making any attempt at "proper" shadows.
May I dare to say that if the resources are instead spent on geometry or better effects then its well worth it.
The only thing that annoys me is the missing shadows on movable/destructable objects. Getting shadows right at huge open worlds aint an easy task and it surely taxes the hardware.

And beeing the only game not supporting "proper" shadows - I`d like to see one other game that has that busy ground and air and not either displaying severe blocking on shadowing or inconsistent shadows.
 
I agree, general shadows don't come cheap. But, seeing as how they're standard features in multiplatform middleware like the Unreal and id engines, and have been since Doom3, I'm disappointed by their absence in a top tier, PS3-exclusive game like Ratchet.

BTW, I see that in some cutscenes, Ratchet does have elements of more general shadowing, like self-shadows, but in-game, there are only drop shadows. My complaint is leveled only at the in-game shadows.
 
I agree, general shadows don't come cheap. But, seeing as how they're standard features in multiplatform middleware like the Unreal and id engines, and have been since Doom3, I'm disappointed by their absence in a top tier, PS3-exclusive game like Ratchet.

BTW, I see that in some cutscenes, Ratchet does have elements of more general shadowing, like self-shadows, but in-game, there are only drop shadows. My complaint is leveled only at the in-game shadows.
I know, but any game has compromises when it comes to shadows, theres no "proper".
If you take HS for example, you had some movies of older builds where you had severe flickering and blocking shadows. One of the devs stated that they are fixed now, but AFAIK you have no free camera in HS, so they likely were just tweaked to look good the angles you are going to see them. (please correct and blame me if im wrong ;) )
Doom3 has very confined spaces, UE3 has no implicit global shadowing but allows to hack you shadows together with different techniques.

R&C just has sick architecture and enemies everywhere (compared to most games where the action is on one, not necessary flat, surface) and a free cam, so generic approaches would likely look ugly or bog down the framerate from some perspectives. On cutscenes they apparently use better shadowing, as these aint as dynamic as the game and it can be made to look good from the angles shown.
 
May I dare to say that if the resources are instead spent on geometry or better effects then its well worth it.

I disagree, lighting and shadows is imo the absolutely most important aspects of a game graphics wise, nail the lighting and a lot can be forgiven. (Hint: look how good GT4 looks)
 
In a game like ratchet with that amount of geometry - lighting - high poly's - pixar quality animations - dozens of particals and lots going on while running at 40 -50 fps it certainly brings the game to life even with that lack of shadows.

it looks amazing

moves amazing

sounds amazing

and most importantly it looks fun

if people seriously are put off this game because of the lack of shadows then some of you are certainly are hard to please .

and most importantly its your loss

my 2 cents
 
yep the shadows are pretty bad theyre just textures projected downwards (not shadowmapping)
apart from that the game looks visually brilliant (not my sort of game though)
I agree, general shadows don't come cheap. But, seeing as how they're standard features in multiplatform middleware like the Unreal and id engines, and have been since Doom3, I'm disappointed by their absence in a top tier, PS3-exclusive game like Ratchet.
im yet to see an unreal engine game that has unified lighting (gears/bioshock both dont in case u think otherwise), doom3 did but it had such few lights onscreen i'm hesitant to count that, i havent see enuf of the new id game to make an opinion on that
 
Look at the second picture posted above, there isn't a round blob for a shadow, there is a Ratchet shaped shadow.

If you are going to comment about shadows at least make yourself clear. (at Phat not Phil)

12.jpg


I am not a GFX guru by any stretch of the imagination, but that looks like some "proper" shadows to me.

this game is so beautiful, i might purchase the PS3 just to see this game in action.
 
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