It's a cool technical feat, I think, swapping out assets that fast, but if you aren't going to let me really do anything while you flash some pretty pictures up on the screen it might as well be prerendered or... A loading hallway
To my eyes, the RT reflections were quite a bit better this time around. More was reflecting, and better than the first demo we saw. There are quite a few comparison screenshots on twitter.I don't know if it's my imagination but it looked better than the previous demo shown?
Insomniac delivering two games for launch is damn impressive.
The purple portals seem very simple.The yellow portal looks like a fancy way to do hook, and you can't use momentum to swing like titanfall 2.
The purple ones seems scripted like destiny portals.
I wonder what happen if a player move fast enough (faster than the developer has ever thought) to jump into them? I mean the purples that was used as enemy spawn cave.
In real life, shadows aren't always that much blurrier when they move away from the cast object, specially if that object is not as tall as, say, a building (a person, e.g.).I'm not an expert, but those don't look like ray traced shadows to me. I guess I would be expecting it to be softer as it moves away from the object. I think you're just looking at higher quality shadow maps for everything.
I agree. When the difference is so small that you have to pause and have a discussion about it, I'd rather prefer those RT resources to get dynamic GI, for instance. Not to talk about other compute resources to finally get proper hair, cloth, destruction, etc.I think the point is that there is really no need to use up resources - quite considerable ones at that - for RT shadows, when we wouldn't really be able to tell the difference. RT reflections are hard enough to see - but appreciated when you do spot them! Why spend your compute capital on stuff that you really don't need, given the nature of the game?
Esp when the light source is tiny and a long way away, like I don’t know?In real life, shadows aren't always that much blurrier when they move away from the cast object
Esp when the light source is tiny and a long way away, like I don’t know?
The sun
Motion blur is very good, I thought this game was 60fps
Now THAT is just what I needed to hear. If true.https://www.resetera.com/threads/pl...med-exclusive-until-ot13.262374/post-43761797
From a japanese interview in Famistsu, Ratchet will have a 4k 30 fps mode and a reconstruction 4k 60fps mode.
Now THAT is just what I needed to hear. If true.
We have a long way to go optimization wise so not going into specifics but with our temporal injection it’ll look great.
fair enough.In real life, shadows aren't always that much blurrier when they move away from the cast object, specially if that object is not as tall as, say, a building (a person, e.g.).
I think videogames may have modified our perception of reality, slightly. Another recurrent comment regarding shadows is "ew, look at those sharp shadows". Again, people: in real life, sometimes you can see quite sharp shadows.
It's like we're expecting something because we think it has to be that way, not just because that's the way it is in real life anymore.
Well that is friggin amazing.Confirmation by the community manager if Insomniac
EDIT:
EDIT.
this is going to be the generation of the sparkshttps://www.resetera.com/threads/pl...med-exclusive-until-ot13.262374/post-43761797
From a japanese interview in Famistsu, Ratchet will have a 4k 30 fps mode and a reconstruction 4k 60fps mode.
You should see their reconstruction tech (dynamic res + temporal injection) they use in Spiderman (Pro). It's really excellent. It will be worth it.This and that Miles Morales in 4K@60 at launch.
But at what cost? I expected to see improvements until the launch, but I wonder... are they removing some more expensive details? Things like the missing shine of the moon on the water is not a problem of bad stream.
60fps fans will accept any cost.This and that Miles Morales in 4K@60 at launch.
But at what cost?