Ratchet & Clank: Rift Apart [PS5]

Discussion in 'Console Gaming' started by Deleted member 7537, Jun 12, 2020.

  1. iroboto

    iroboto Daft Funk
    Legend Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    14,834
    Likes Received:
    18,634
    Location:
    The North
    background detail is also extremely deserving of a nod.
     
  2. snc

    snc
    Veteran

    Joined:
    Mar 6, 2013
    Messages:
    2,119
    Likes Received:
    1,748
  3. PSman1700

    Legend

    Joined:
    Mar 22, 2019
    Messages:
    7,119
    Likes Received:
    3,093
    Seriously impressive, and theres something the other consoles simply cannot pull off.
     
  4. iroboto

    iroboto Daft Funk
    Legend Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    14,834
    Likes Received:
    18,634
    Location:
    The North
    ehh, I'm not sure about that.
    The Medium pulled that off pretty effectively as well. There is a particular chase sequence there that is flipping between astral and real world that was every bit as impressive since it kept going back and forth.

    spoiler alert -- but man, did my heart rate monitor go up on this one:

     
    PSman1700 likes this.
  5. Is it just my impression or did they increase overall IQ between last year's trailer and now?
     
  6. Sagii86

    Newcomer

    Joined:
    May 17, 2020
    Messages:
    18
    Likes Received:
    14
    Indeed, other than the SSD, they are using the same pipeline (Foliage, Particles, Texel density) as Miles Morales, as development started around the same time frame.
     
    chris1515 and PSman1700 like this.
  7. Karamazov

    Veteran

    Joined:
    Sep 20, 2005
    Messages:
    4,823
    Likes Received:
    5,232
    Location:
    France
    i don't think it's exactly the same, it looks more like both worlds are stored in ram in the medium, rahter than constantly loading two radically different levels.
     
    chris1515 likes this.
  8. chris1515

    Legend

    Joined:
    Jul 24, 2005
    Messages:
    7,158
    Likes Received:
    7,966
    Location:
    Barcelona Spain
    In the medium two worlds are in RAM. In R&C they change the RAM content everytime you use Rift mechanics to travel between dimension.
     
    Deleted member 13524 likes this.
  9. iroboto

    iroboto Daft Funk
    Legend Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    14,834
    Likes Received:
    18,634
    Location:
    The North
    yea, isn't that the same as what's in (that particular) the tweet?
     
    PSman1700 and BRiT like this.
  10. Karamazov

    Veteran

    Joined:
    Sep 20, 2005
    Messages:
    4,823
    Likes Received:
    5,232
    Location:
    France
    no, in ratchet it's loading another level / world, and that's why there still a little delay, it's not instant like the the medium.
    Does not mean the XsX could not do something similar, but the gameplay mechanic in the medium is different, you can play in both world in a split screen, that's also why devs said they could not do 60fps (on XsX), because of 2 worlds rendered at the same time.
     
  11. chris1515

    Legend

    Joined:
    Jul 24, 2005
    Messages:
    7,158
    Likes Received:
    7,966
    Location:
    Barcelona Spain
    Overall IQ looks better.
     
    #271 chris1515, Apr 26, 2021
    Last edited: Apr 26, 2021
  12. Agree, it's gotta have both in RAM otherwise you wouldn't have that transitional scene in other parts of the game.
     
  13. iroboto

    iroboto Daft Funk
    Legend Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    14,834
    Likes Received:
    18,634
    Location:
    The North
    I mean in that tweet, it's the same level, when the hammer hits, just redone. You can see the tracks for the rail and the main building in the centre are the same. Just sorta modified.

    though, I understand what you mean by the load level in and out part. That's a different type of transition than the one shown here.
     
    #273 iroboto, Apr 26, 2021
    Last edited: Apr 26, 2021
    PSman1700 likes this.
  14. iroboto

    iroboto Daft Funk
    Legend Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    14,834
    Likes Received:
    18,634
    Location:
    The North
    yea, I think it's got to have both in RAM. But I do believe yea that has to be part of the solution, even for what we see in R&C
     
    PSman1700 likes this.
  15. chris1515

    Legend

    Joined:
    Jul 24, 2005
    Messages:
    7,158
    Likes Received:
    7,966
    Location:
    Barcelona Spain
    Insomniac games engine lighting is not partially precomputed. In Spiderman you don't have a weather system. It means they need to reload all the textures. They keep the same geometry but reload all the texture and load flying car.
     
  16. PSman1700

    Legend

    Joined:
    Mar 22, 2019
    Messages:
    7,119
    Likes Received:
    3,093
    It doesnt really matter how they do it, the end user doesnt care what ram and ssd parts are used and to what extend. Using RAM is imo the better option if you can anyway, its magnitudes faster, for one.
     
  17. Arwin

    Arwin Now Officially a Top 10 Poster
    Moderator Legend

    Joined:
    May 17, 2006
    Messages:
    18,762
    Likes Received:
    2,639
    Location:
    Maastricht, The Netherlands
    Amazing. The voice acting is becoming the weakest link ... ?
     
  18. Other than those tracks and obviously the character, it seems like all the other assets are significantly different.

    Screenshot_20210426-191012_Telegram.jpg

    Screenshot_20210426-191041_Telegram.jpg
     
  19. Shortbread

    Shortbread Island Hopper
    Legend

    Joined:
    Jul 1, 2013
    Messages:
    5,632
    Likes Received:
    4,921
    Simply gorgeous...
     
  20. iroboto

    iroboto Daft Funk
    Legend Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    14,834
    Likes Received:
    18,634
    Location:
    The North
    I think the question is just whether or not they had this in memory, or if they really did unload all memory and load in all memory. I think for this type of portal event, this was stored in memory. The other ones, I think they do a world unload. How close the assets are, probably aren't all that important - it's likely a game play mechanic here to show that you fixed this world - so it can't be too different; the thing in the middle stays, the track stays, the little factory under the tracks stay, the platform your standing on stays etc.
    I very well believe they could have done a complete world swap if they wanted to.

    I think we're just looking at some really smart usage of memory, asset streaming and the SSD. What I mean to say is that I don't think SSD alone was the enabler for this particular effect. I have a feeling they were likely preloading into memory before the hammer, so at some point when you're within (X) distance of hammer, start loading assets into memory as required for instance and do the flip over on hammer sequence.
     
    PSman1700 likes this.
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...