Ratchet & Clank: Rift Apart [PS5]

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

  1. London Geezer

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    Yep. I’d be very happy if whatever Insomniac are doing with their engine could be copy-pasted for everyone else. It’s an insane distance away from most other studios.
     
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  2. PSman1700

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    Playing the game in performance mode with RT plays out quite well, the effect is limited to just reflections, and quite subtle at that.
     
  3. Karamazov

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    finished it, now i'm sad :(
     
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  4. vspectra

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  5. London Geezer

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    Don’t be sad, you still have to get all the omega weapons. I’m
    Playing on Challenge mode with infinte ammo and just got them all, maxed them out too as you get a bolts multiplier. Not much to do after this though other than running around melting everyone and looking at the pretty pixels.
     
  6. Kugai Calo

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    Mystery solved?
     
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  7. Karamazov

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    reminds me of the intro street of GTA 3 that you could find by glitching through one part of the map to access it.
     
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  8. rokkerkory

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    Haven't played this yet but game looks so freaking amazing
     
  9. Globalisateur

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    Yes the whole thing is extremely impressive: RT reflections on the whole scene (reflecting long distance moving or not objects) + high poly objects + locked 60fps, even in quite big and busy areas. And they you start playing with the 0.5 sec level switching, wow. This game is the definition of next-gen. Also the game is quite fun to play.
     
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  10. PSman1700

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    For console gamers the RT is very impressive.
     
  11. iroboto

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    Very similar play to TF2. Where they put identical levels on top of each other and allowed phase shifting.
     
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  12. vspectra

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    I wonder how much more room Insomniac has for implementing other RT effects in addition to reflections, cause I would really like to see RT GI and AO for Spiderman 2 with a dynamic time of day transition.



     
  13. Kugai Calo

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    So did Dishonored 2! Both Dishonored 2 and TF|2 have the shifting mechanism as an integral part of the level design.
     
  14. Karamazov

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    Pocket dimensions are small optional bonus aeras. Not a new level switching like others.
     
  15. chris1515

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    Exactly and the current implementation of Insomiac I/O is probably not fast enough to have visible part of different level seamlessy loading. Mike Fitzgerald technical director at Insomniac told in an interview they can improve speed in futures titles.

    This will probably being mandatory if one day they want to have Doctor strange and multiverse in a Spiderman games.

    https://wegotthiscovered.com/gaming/spiderman-2-ps5-reportedly-feature-major-avenger/

    It looks like a solid rumor.
     
  16. PSman1700

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    Ah so thats the trick, suspected they had something up their sleeves.
     
  17. London Geezer

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    The drawback being that you then have a lot less RAM available, as you have both levels sitting there waiting to be switched. So Insomniac being able to offload almost the entire level and load another one in in less than a second - or at least the visible/closest part of it - is not only mighty impressive but also allows for more detail to be on screen.
     
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  18. PSman1700

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    Yeah, fast GDDR6 ram is a nice uplift over last generation consoles, too.
     
  19. Karamazov

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    there is no trick when they switch from one world to another, pocket dimensions work more like TF2 yes.
     
  20. chris1515

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    [​IMG]

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    The improved geometry, texture, shading (much better PBR) and great RT reflection give great results.
     
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