Official Thread Pillow Fight that nobody wins with MOAR Jackie Chan and guys comfortable with STRETCHING their sexuality!

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FF Origins had lots of Chaos memes. They weren't positive mentions.

Yeah, that I know but still Among Us is a relatively new game. The others are all 1-2 decades old franchises, thought there would be more mentions that's all, or at least more than Among Us and a meme title/corrupted demo.
 
3 years in a row of them not going and interest in E3 in general has been on the decline. Sony probably would rather do their own events. Microsoft and Nintendo could have had those shows anytime and nobody else could be bothered to do more than half ass show up.

Even though Shawn Layden is gone its still telling that he feels this way



"Push Square". They even knew that they wrote this because they gush over everything Sony does and even ex Sony employees. They even devoted an entire paragraph to try to cover their ass:

Sceptics may say that this article only exists because Sony pulled out of the show, and as a single-format website we’re writing this because we’re experiencing sour grapes. But in hindsight, the Japanese giant foresaw what we’re all coming to terms with now: the event is out of touch. Ex-PlayStation boss Shawn Layden said it best when he justified PlayStation’s decision to drop out of the 2019 iteration: “The world has changed, but E3 hasn't necessarily changed with it.”

This article, at Push Square, wouldn't exist if Sony had been present. I would bet you Val's left nut.
 
"Push Square". They even knew that they wrote this because they gush over everything Sony does and even ex Sony employees. They even devoted an entire paragraph to try to cover their ass:



This article, at Push Square, wouldn't exist if Sony had been present. I would bet you Val's left nut.
The point wasn't the article the point was Shawn Layden agreeing
 

Ratchet & Clank: Rift Apart is a different kind of game — it is a generational leap in terms of graphical fidelity, performance, game design, and engineering. It is, in many ways, a glimpse into the future of gaming, and the staggeringly talented folks over at Insomniac Games deserve a metric ton of praise and commendation for what they’ve been able to accomplish.

When a game is made just for a single console architecture and a single console generation — and the developer is given ample financial backing and enough time to create something worthy of mentioning — that’s when the most mind-blowing titles tend to be brought into existence.

Ratchet & Clank: Rift Apart is one such title, and boy has it awed us in all the right ways!

Passing through portals (or rifts, rather) is at the heart of Ratchet & Clank: Rift Apart. They’re not only a fun gameplay mechanic, but also an astounding achievement because of the way in which they leverage the sheer prowess of the PlayStation 5.

These rifts — or different worlds, to be more exact — are all rendered in real time. In other words, the game is rendering two totally different worlds all at the same time, and you can move from one to the other without any cutscenes or loading screens whatsoever.

All of this is possible not just because of the PS5’s sheer computational power, but also because of its blazingly fast NVMe SSD (±5.5 GB/s).

Its speed can perhaps best be illustrated with the following tidbit: turning the camera at any point in the game will automatically unload whatever is behind the player (that whole part of the rendered world) and therefore free up memory. This, in turn, has allowed Insomniac to cram in even more effects and textures and whatever else they could come up with and render these things “in front” of the player. So, in other words, only half of the world you’re in is rendered and actually visible — the other half gets brought up whenever necessary. It’s a constant balancing act and is truly an astounding achievement.

The limits of game design and world-building are no longer tied to the hardware itself — developers can now create their incredible worlds with fewer constraints than ever before. Those who know a thing or two about game development will have their minds blown, and those who are unencumbered with such knowledge will still enjoy Ratchet & Clank: Rift Apart in much the same way, without ever really knowing the sheer amount of engineering and ingenuity that went into making it.

And you really have to see it in person to fully appreciate what the folks over at Insomniac were able to pull off; it’s like a Disney flick, albeit one that is fully interactive!

Remember when Lead System Architect Mark Cerny went on stage to wax poetic about the PS5 and its incredible technological prowess? Turns out, that wasn’t marketing hogwash. His emphasis on the internal NVMe storage was warranted after all. And, well, we knew it’d be a big deal, but no one could have foreseen just how big of an impact the introduction of such fast storage would have on game development. What at that point seemed like an exhausting deep dive into something most folks could never reap the benefits of, was actually a glimpse into the future of gaming.
 
I have found that the RIFT is a neat idea, but comes across as a bit gimmicky in this game. I tend to use them more as grappling hooks than anything. BTW, Miles Morales looks better than R&C IMO. Miles is the best looking game I have played on PS5.
 
I have found that the RIFT is a neat idea, but comes across as a bit gimmicky in this game. I tend to use them more as grappling hooks than anything. BTW, Miles Morales looks better than R&C IMO. Miles is the best looking game I have played on PS5.

I was really impressed with the rifts that you could just walk forward and back in while fully rendering both worlds at the same time with no hiccups. Pretty crazy to think about.

Miles looks good as an open world game but Ratchet is a clear tier above IMO. That's granted because it was developed exclusively as a PS5 title so it wasn't as restricted by the PS4 tech. Secondly, Miles is more of an open world and has a bigger scope compared to Ratchet.
 
I'm really surprised by that list tbh.

Among Us most social mentions? Followed by FF Origins?

Whereas the supposedly bigger franchises like Battlefield, Halo and Forza are well below them by a good 50-100k+ 😳

Among us is pretty much a social media game anyway, surprised with FF though.
 
So it seems FPS does get boosted but at the expense of IQ. More like DLSS 1.0 than 2.0.





AMD has a long way to go before they get up to DLSS 2.0 quality. By that time though....DLSS 4.0 or whatever will be out. AMD is playing catchup in this area.
 
3 years in a row of them not going and interest in E3 in general has been on the decline. Sony probably would rather do their own events. Microsoft and Nintendo could have had those shows anytime and nobody else could be bothered to do more than half ass show up.

Even though Shawn Layden is gone its still telling that he feels this way


Remember the last E3's under him? they basically got rid of 99% of the 3rd party stuff they used to have and went the theatrical route. At first it was cool but the last one they had was really more for the people in the room than the people watching at home, it was a terrible choice for something with millions of people watching live from home.

I know I've said it before but E3 used to be fun, live stage demonstrations in the pressers, MS usually opened with COD single player footage etc then all of the dev interviews on gamestop and IGN had new live footage being played so you could see something new etc. Now MS shows are all just a bunch of 2 minute mostly cinematic made for youtube trailers stitched together and by the end of the show you don't remember 80% of what they showed. This year was shorter than usual for them and a couple of games got more than 2 minutes but still not a lot of gameplay or anything.

If all these companies are going to do is make 2 minute trailers for games they should just throw them up on youtube when the dev team is ready and stop making devs struggle to meet some deadline in June because the ESA determines that is the best time to do it.
 
It’s clear many films doesn’t have enough game content to fill their time. Since it’s Virtual, they could have shorten their presentation so gamers would not waste their time hoping they show something.
 
That stupid slide mechanic drove me crazy.
I didn't care much for the characters either but it was a decent game. I think people had just waited so long for a good single player star wars game that they lowered their standards a bit. It's not a bad game it's just not great either, it was very average. I loved the old Force Unleashed games, would love to see that explored again, the force powers made the games a lot of fun.
 
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Remind me of this. Hello Sexy. Look at those puppy eyes.
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VGTech Metro Analysis - sort of in line with DF except VGTech counts XSX highest native res is also 1600p, the same as the PS5's although XSX res can run slightly higher in same for same settings.

Looks like XSX pushes slightly more pixels at the cost of more deeper fps dips/stutter/multiple dips in a row while PS5 pushes slightly less pixels but with a better and smoother fps experience with less fps dips/less steeper dips/no multiple dips in a row.



The versions tested were 3.0.2.9 on the Xbox Series consoles and 1.001.000 on PS5. The levels on the PS5 were adjusted here so that the brightness more closely matched the Xbox consoles. There may be some time of day variance in some clips. Performance can vary on the Xbox consoles.

PS5 uses a dynamic resolution with the highest native resolution found being approximately 2844x1600 and the lowest resolution found being approximately 1792x1008. Pixel counts at 1792x1008 seem to be rare on PS5. PS5 uses temporal upsampling to reconstruct a 3840x2160 resolution. Xbox Series X uses a dynamic resolution with the highest native resolution found being approximately 2844x1600 and the lowest resolution found being approximately 1920x1080. Pixel counts at 1920x1080 seem to be rare on Xbox Series X. Xbox Series X uses temporal upsampling to reconstruct a 3840x2160 resolution.

Below are some example pixel counts for certain scenes on PS5 and Xbox Series X. Note that these figures are approximate and not necessarily representative of how the entirety of a given area will render. Volga Level Opening Train Scene - PS5: 2560x1440, Series X: 2844x1600 Caspian Level Driving - PS5: 2560x1440, Series X: 2844x1600 Taiga Level Exploration - PS5: 2176x1224, Series X: 2400x1350 Taiga Level Forest Demanding Scene - PS5: 1792x1008, Series X: 1920x1080 Xbox Series S uses a dynamic resolution with the highest native resolution found being approximately 1621x912 and the lowest resolution found being approximately 1056x594. Pixel counts at 1056x594 seem to be rare on Xbox Series S. Xbox Series S uses temporal upsampling to reconstruct a 1920x1080 resolution.

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VGTech Metro Analysis - sort of in line with DF except VGTech counts XSX highest native res is also 1600p, the same as the PS5's although XSX res can run slightly higher in same for same settings.

Looks like XSX pushes slightly more pixels at the cost of more deeper fps dips/stutter/multiple dips in a row while PS5 pushes slightly less pixels but with a better and smoother fps experience with less fps dips/less steeper dips/no multiple dips in a row.



The versions tested were 3.0.2.9 on the Xbox Series consoles and 1.001.000 on PS5. The levels on the PS5 were adjusted here so that the brightness more closely matched the Xbox consoles. There may be some time of day variance in some clips. Performance can vary on the Xbox consoles.

PS5 uses a dynamic resolution with the highest native resolution found being approximately 2844x1600 and the lowest resolution found being approximately 1792x1008. Pixel counts at 1792x1008 seem to be rare on PS5. PS5 uses temporal upsampling to reconstruct a 3840x2160 resolution. Xbox Series X uses a dynamic resolution with the highest native resolution found being approximately 2844x1600 and the lowest resolution found being approximately 1920x1080. Pixel counts at 1920x1080 seem to be rare on Xbox Series X. Xbox Series X uses temporal upsampling to reconstruct a 3840x2160 resolution.

Below are some example pixel counts for certain scenes on PS5 and Xbox Series X. Note that these figures are approximate and not necessarily representative of how the entirety of a given area will render. Volga Level Opening Train Scene - PS5: 2560x1440, Series X: 2844x1600 Caspian Level Driving - PS5: 2560x1440, Series X: 2844x1600 Taiga Level Exploration - PS5: 2176x1224, Series X: 2400x1350 Taiga Level Forest Demanding Scene - PS5: 1792x1008, Series X: 1920x1080 Xbox Series S uses a dynamic resolution with the highest native resolution found being approximately 1621x912 and the lowest resolution found being approximately 1056x594. Pixel counts at 1056x594 seem to be rare on Xbox Series S. Xbox Series S uses temporal upsampling to reconstruct a 1920x1080 resolution.

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Inb4 shawn spins a win for Sony
 
Well the average frames are pretty similar but that minimum drop would be annoying.
 
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