Better quality than the gif. This is insane.
EDIT: More insanity
too big
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In the PS Access vid they mentioned that the devs said with the return of the Pixelizer, each pixel block is individually ray traced and can go into photomode and see each one reflecting... Gonna be fun. Game looking great.
You think they didn't think of that?So nothing behind you will ever show up in the RT Reflections?
nah, we see when a ray hits and then we load it. (I'm sure I'm dumbing down how complex this is!)
They just need to keep the BVH. They don't need to unload everything.
A lot of those problems just go out the door [on the PS5], which is a big deal. It’s not just the drive itself, but it’s the hardware decompression engine around it, it’s the memory transfers that we leveraged piece by piece, more and more as we went through the project, and realized “Oh, we can make these transitions even faster, we can do them in the middle of a fight.” It was really an evolving process with the console. And it definitely came down to roadblocks in our engine that we needed to pick apart. Some of those basic assumptions of how long it takes data to get off a drive we got to rethink.
We unload the things literally behind you from a camera perspective. If you spun the camera around, we could load them before you see that. That lets us devote all of our system memory to the stuff in front of you right now, that you need to experience in that moment.
MM can go down to 1080p but is usually ~1440p (and reconstructed to 4K with their awesome temporal injection tech).https://www.resetera.com/threads/ratchet-clank-rift-apart-preview-thread.424520/post-64830647
The community manager of Insomniac Games seems to tease a 60 fps RT mode maybe like Spiderman MM at 1080p and temporal injection. He uses this emoji because someone made a 30 day ban there will be no 60 fps RT performance mode.
The density of the scenery is incredible.
Those graphics are insane! I do think part of what's allowed them to achieve such an incredible look though is the restricted freedom of the level design. That giant robot scene at the end looks mind boggling but it's quite literally on rails. I don't think that takes away from what they've done here at all, it both looks amazing and really fun, rails or not. But from a technical perspective I think it's interesting to understand how they've achieved such a leap over everything else. Artistic style/talent is also a massive factor.
they said in the last gameplay video they have big open levels too, we should stop thinking open means less now with the new tech i think, since they can load almost just what's in the player's view, open worlds are going to get a hell lot more detailed than before.
they said in the last gameplay video they have big open levels too, we should stop thinking open means less now with the new tech i think, since they can load almost just what's in the player's view, open worlds are going to get a hell lot more detailed than before.
I woulnd't call it 'on rail', but GTA this is not!Everything you load still has to be rendered/go through the gpu. Probably theres a good reason they kept scenes limited to a on-rail experience.