Official Thread Ratchet And Clank: A Rift Apart - June 11, 2021 UPDATE Preload Up

karmakid

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Kvally

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You should at least try out the other graphical options. In the DF video above its stated that even more so than Miles Morales the Performance RT mode is the best option to play as it seems like the game's graphics were tailored for RT reflections.

At least check it out. But by all means play how you feel most comfortable. :wink:
Ok I took your advice. I switched to Performance RT mode. It does feel smoother that is for sure and less slow down during intensive scenes. Don’t really notice much RT though unless you are stopped, but I don’t care about RT personally. All I’m focused on is the game play the entire time.

I’m further in the game now. It’s a cute fun game but Miles Morales is a lot better IMO.
 

DriedMangoes

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Ok I took your advice. I switched to Performance RT mode. It does feel smoother that is for sure and less slow down during intensive scenes. Don’t really notice much RT though unless you are stopped, but I don’t care about RT personally. All I’m focused on is the game play the entire time.

I’m further in the game now. It’s a cute fun game but Miles Morales is a lot better IMO.

The performance in all 3 modes are rock solid according to DF/NxGamer.

According to John, the Fidelity and Performance mode were boring to analyze because there were no dips that he could notice except for the extra choice frame that Insomniac put in between cutscene transitions to ensure consistency that has nothing to do with cpu/GPU loads. They were rock solid 60 and 30 fps. In performance RT, John said the most he noticed was 1 framerate drop to the 58-59 in one part of a world. The DRS that Insomniac implemented really helped with maintaining that target 60 fps so any mode you play would be able to have a smooth experience throughout the game.

Having said that, performance RT is still the mode DF recommends gamers play through to get the best experience in their opinion.
 

DriedMangoes

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3:50: caring less about data size due to built in hardware compression
5:00: the whole memory is used for each level and data is pulled in as/when needed. (Think the whole level blueprint is in memory, assets are pulled in only when required)
11:10: Still some performance left on the table for SSD
11:40: can the engine handle loading data in so quickly is a legit question. Lol
13:40: RT is using checkerboard technique
15:15: headroom from optimizing for 60fps made the 30fps mode even better (guess devs should shoot for 60 more lol)
17:25: there are some areas they could 120fps, headroom for optimizing GPU side for 120 fps available, CPU is difficult.
19:50: development started with focus being a PS5 title
23:05: nefarious head was a huge pain to work RT on lol
24:40 Glass behind glass is a pain for devs using RT
28:00: cinematic uses same assets as game assets
29:10: hair strand system LOD fills in strand texture the closer the camera in, rivet tail if you zoom in 500 thousand to a million polygons.
40:00: a lot of the dialogues were prerecorded in the actors home

The team was surprised at how fast the SSD was and the amount of ridiculous things it allowed during the developement
"It wasn't just we could issue requests faster to this drive but we can batch up our requests and it will manage and prioritise itself, we can think about prepping things in memory ready formats because they can be slapped right into the unified memory".
The concern moved on from the slow disk drives to how fast can their engine support this kind of bandwidth.
On PS4 they would make the data as small as they can so they could better effectice bandwidth reading from the disk but there was no concern like this with the PS5 thanks to the hardware decompression.
Switching between dimensions was reliant on the SSD and each level took up all the avaible space on RAM so memory was filled within under a second when switching and each level was retained at full quality level.
By pulling data straight from the drive, it allowed them to create more complex worlds and freed it up a lot of concern for the designers and giving them significantly freedom and creativity.
FInal remarks on the SSD "I'll just say that we have ways to go in terms of leveraging it completely, there is a lot of features and some performance on the table which where not comfortable leaving there and going foreward we'll be trying to get things of the disk even faster".
 

u2popmofo

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Don’t you feel you are missing out on exercise by having electric?
Nah, it's got several levels of pedal assist and also has gears. I can turn off the motor all together if I so desire. You can wear yourself out as much as you'd like, or just have a really nice casual ride.

Do you have to break it in or can ya go all out at what you dare?
I hadn't been on a bike in 22 years until yesterday, but I've put in 30+ miles on lit already now. I was going super slow at first, but got comfortable with it pretty quick. I've been up to about 26 miles per hour on it downhill, max motor speed is 20 mph.
 
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Kvally

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The performance in all 3 modes are rock solid according to DF/NxGamer.

According to John, the Fidelity and Performance mode were boring to analyze because there were no dips that he could notice except for the extra choice frame that Insomniac put in between cutscene transitions to ensure consistency that has nothing to do with cpu/GPU loads. They were rock solid 60 and 30 fps. In performance RT, John said the most he noticed was 1 framerate drop to the 58-59 in one part of a world. The DRS that Insomniac implemented really helped with maintaining that target 60 fps so any mode you play would be able to have a smooth experience throughout the game.

Having said that, performance RT is still the mode DF recommends gamers play through to get the best experience in their opinion.
Well it doesn’t have the same slow down in performance mode now that I switched. It’s smooth as silk now in my experience.
 
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DriedMangoes

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Well it doesn’t have the same slow down in performance mode now that I switched. It’s smooth as silk now in my experience.

Probably the 30 fps switch to 60 fps you're experiencing in terms of the smoothness then since there's no drops in frames from analysis.
 

Spiritech

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Having a blast. Looks great, love the style nefarious city. I like the way the worlds feel more lived. Im not sure i care for having big open areas.

Performance RT is the way to go, fidelity felt like molasses to me. There maybe be frame issues with fidelity on certain screens i see some complaining and some it being fine for.
 
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DriedMangoes

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Performance Mode is supposed to look a little different from Quality mode, of course, because the former focuses on sticking to 60 frames per second and the latter focuses on visual fidelity. But several folks on Reddit noticed that the colors also suddenly looked off when they enabled performance mode, and as user johnnyspliff discovered, it seems to be related to the way PS5 handles 120hz mode and HDR. If your TV supports 120hz, it looks like Rift Apart can automatically disable HDR to try and run at 120hz mode in 1080p - though the game may or may not actually run at 120 frames per second, depending on your particular setup

Fortunately for folks who are running into this issue, it's pretty easy to fix it on your end: just head into your PS5 settings menu and disable 120hz mode. This will keep Rift Apart running at 60 frames per second with HDR enabled and the intended visuals intact. Hopefully Insomniac Games will put out a patch soon to iron out these issues - though it must be said, as launch day glitches go, this one is pretty mild.
 
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DriedMangoes

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I just turned my 120hz off and the image looks even more crispier now. The PS5 was outputting at 1080p/120hz mode before, now it's at 4k/60hz. Just another support point that with the right allocation to visuals even at 1080p, the IQ can still look good just like UE5 demo.

The only gripe I have was not doing this when I first started the game, UGH. I am already at the 4th planet.
 
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JinCA

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Finished the story today but completion rate isn't all that high, still a lot of stuff for me to find etc but it took 13 hours to get through the story with very little exploration. I think I did like 3 of the side things for armor pieces or so but the game isn't short it's about average.
 
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DriedMangoes

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Finished the story today but completion rate isn't all that high, still a lot of stuff for me to find etc but it took 13 hours to get through the story with very little exploration. I think I did like 3 of the side things for armor pieces or so but the game isn't short it's about average.

Sounds about right. I'm about probably 9-10 hours in now and about to head to planet 8. I am trying to get all the collectibles along the way too for that platinum.

This game looks so beautiful in that RT + 60 fps glory. I tried fidelity for a bit in the beginning and that blew me away visually. Was literally like a Pixar film with that cinematic 30 fps. But during gameplay, no question that 60 fps felt much better.
 

DriedMangoes

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Amazing performance for those visuals in all 3 modes. Who needs VRR when you have good devs that know how to optimize.



Ratchet and Clank: Rift Apart PS5 frame rate comparison comparing the framerate/fps on PlayStation 5 in Fidelity Mode, Performance Mode and Performance RT Mode.
The version tested was 1.001.002.

PS5 in Fidelity Mode uses a dynamic resolution with the highest native resolution found being 3840x2160 and the lowest resolution found being 2560x1440. Pixel counts at 2560x1440 seem to be rare when using Fidelity Mode. In Fidelity Mode Insomniac's temporal injection is used to reconstruct a 3840x2160 resolution when rendering natively below this resolution.

PS5 in Performance Mode uses a dynamic resolution with the highest native resolution found being 3328x1872 and the lowest resolution found being 1920x1080. In Performance Mode Insomniac's temporal injection is used to reconstruct a 3840x2160 resolution.

PS5 in Performance RT Mode uses a dynamic resolution with the highest native resolution found being 2560x1440 and the lowest resolution found being approximately 1792x1008. In Performance RT Mode Insomniac's temporal injection is used to reconstruct a 2688x1512 resolution.

Fidelity Mode and Performance RT Mode both feature Ray Traced Reflections and Performance Mode does not.

1623721544587.png
 
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JinCA

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Sounds about right. I'm about probably 9-10 hours in now and about to head to planet 8. I am trying to get all the collectibles along the way too for that platinum.

This game looks so beautiful in that RT + 60 fps glory. I tried fidelity for a bit in the beginning and that blew me away visually. Was literally like a Pixar film with that cinematic 30 fps. But during gameplay, no question that 60 fps felt much better.
I haven't tried the 60fps RT mode yet, played the whole thing on Fidelity, I'll probably do a 2nd playthrough and do that on perf/RT
 

DriedMangoes

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I haven't tried the 60fps RT mode yet, played the whole thing on Fidelity, I'll probably do a 2nd playthrough and do that on perf/RT

Just platinum-ed Rift Apart. All in all, I'd say it took a solid 15-16 hours in line with others.

I tried the Fidelity mode again for the last trophy and the visuals were glorious. Gameplay felt less responsive as expected at 30 fps.

The whole game plot and story telling combined with the visual graphics really made me feel like I was playing a Pixar film that was tens of hours long. Well put together and the new characters were pretty fun to get to know.
 

DriedMangoes

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I’m cutting straight to the chase today. I love. This. Game.

So rarely does a piece of entertainment tick all the boxes: It looks good, it feels good, and it’s entertaining as hell.


Ratchet and Clank: Rift Apart not only ticks those boxes but confidently obliterates them in an explosion of colour, dazzling set pieces and snappy dialogue.

We’ve come to expect a lot from Insomniac Games, the inventors of the Ratchet and Clank, Spyro, and the comic book devotees that brought us two of the greatest superhero games in Marvel’s Spider-Man (201:cool: and the follow-up Marvel’s Spider-Man: Miles Morales (2020).

This time around, Insomniac has delivered the best PlayStation exclusive since God of War 4 and the best platformer outside of Nintendo’s Mario galaxy.

Like Pixar, but better

The best way to describe this game is like an interactive Pixar movie. This is a visually dazzling world where family friendly, cartoonish innocence meet excellently timed jokes that only the grown-ups would get.
 
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Spiritech

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Finished it. Loved it. Going to go back for a challenge mode play and finished getting the collectables.
 
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