Playstation Ratchet & Clank: Rift Apart launches June 11 on PS5

Necrokiller

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And Sony convinced CerebralTiger to spend $399 + $70 at launch for this. Yiiiikes! :ROFLMAO:
 
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Necrokiller

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Hahahahahaha "double the frame rate" seedha dil pe laggi CerebralTiger ke.

But he failed to realize that when you're running the game at PS5's performance mode - which is without RT, runs at 1080p-1800p, and equivalent settings of medium and High - DLSS3 FG would easily triple PS5's performance VRR mode frame rates. yikes yikes yikes :ROFLMAO:
 
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CerebralTiger

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Well below the larger stutter seen on PC here:



It's smoother and faster overall on PS5 (as noted by Alex) compared to an NVMe 4.0 7100 MB/s SSD / RTX 4090 combo that Necrokiller's PC doesn't even come close to touching :ROFLMAO:

But he failed to realize that when you're running the game at PS5's performance mode - which is without RT, runs at 1080p-1800p, and equivalent settings of medium and High - DLSS3 FG would easily triple PS5's performance VRR mode frame rates. yikes yikes yikes :ROFLMAO:
Dunno about Necrokiller or ctron, but the PS5 version in performance RT mode, which is with RT lol, runs at 1080p-1440p and delivers this frame rate. And DLSS3 FG, while adding latency of its own even with Reflex, will not help with the slower and less smooth portal transitions seen in the PC version on a top-of-the-line rig :LOL:🤜

In summary, the PC version has:

+ the ability to target 120 fps or higher more consistently
+ the ability to render at higher resolutions
+ better image reconstruction options
+ more RT options with RTAO and RT shadows
- slower and less smooth portal transitions on a top-of-the-line GPU/SSD config, even when running at PS5 equivalent settings (poooor DirectStoooorage :ROFLMAO:)
- stability issues
- missing transparency effects
- incorrect opacity levels
- non-working texture filtering on some surfaces
- texture loading issues
- RT inconsistency (reflections in some areas are of a lower quality than PS5)
- input issues (X/Y axes inverting on their own)

Yikes!! :ROFLMAO:
 
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Necrokiller

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Well below the larger stutter seen on PC here:


It's smoother and faster overall on PS5 (as noted by Alex) compared to an NVMe 4.0 7100 MB/s SSD / RTX 4090 combo that Necrokiller's PC doesn't even come close to touching :ROFLMAO:
"larger stutter" LMFAOOOOOO

I mean, the whole point is that you could have a 7 gajullion bytes/s and the speed stops making a difference. Even the 500MB/s SATA SSD is running this pretty well, let alone NVMe SSDs :ROFLMAO:

- slower and less smooth portal transitions on a top-of-the-line GPU/SSD config, even when running at PS5 equivalent settings (poooor DirectStoooorage :ROFLMAO:)
"slower and less smooth" when both have stutters? And the game is capped to make the comparison fair for poor PS5. Imagine using a capped 60fps benchmark as means for the PS5 being "smoother" yikess :ROFLMAO:

- stability issues
Imagine thinking the PS5 version was stable at launch :ROFLMAO:

https://www.reddit.com/r/PS5/comments/k2i1mh

- non-working texture filtering on some surfaces
- texture loading issues
No loading issue. Its an incorrectly set LOD mip bias that you can change in NVCP.

- RT inconsistency (reflections in some areas are of a lower quality than PS5)
Failing to mention that PS5 has inconsistent distant reflections AND ghosting and noisy relfections that PC doesn't have.:ROFLMAO:

- input issues (X/Y axes inverting on their own)
LMAO @ calling this an "issue" (and chalking up FF16's overheating issues as "not widespread" YIKES)

Also, your bullet list conveniently fails to mention that PC settings scale above PS5 wrt to its RT performance mode. Hardly a maxed out experience.

CerebralTiger is just MAD how Nixxes managed to scale PS5's mythical I/O wonderfully on a wide range of hardware. Hope you get your money on the double from Sony 🤜 :ROFLMAO:
 
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CerebralTiger

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I mean, the whole point is that you could have a 7 gajullion bytes/s and the speed stops making a difference. Even the 500MB/s SATA SSD is running this pretty well, let alone NVMe SSDs :ROFLMAO:
The whole point is that you could try hard with whatever possible hardware and still not match the PS5 version's portal transitions. DirectStooorage, you have failed this CiTy :ROFLMAO:

Also, SATA SSDs are loading the portal segment noticeably slower than NVMe drives 🤷‍♂️

"slower and less smooth" when both have stutters?
Not this again 🤦‍♂️

Both are patient at a hospital, but only one is in ICU. Ring a bell? :ROFLMAO:

Imagine thinking the PS5 version was stable at launch :ROFLMAO:
The game never crashed for me. There may have been some minor bugs, but I didn't encounter them. Digital Foundry also didn't report any major stability issues at launch 🤷‍♂️:LOL:

No loading issue. Its an LOD mip bias that you can change in NVCP.
Nah, watch the DF video. The texture pop-in is obvious right after portal transitions. Is Necrokiller suggesting Alex forgot to change the LOD bias setting from the control panel? :ROFLMAO:

Failing to mention that PS5 has inconsistent distant reflections AND ghosting and noisy relfections that PC doesn't have.:ROFLMAO:
Sure, the PS5 version wasn't expected to have higher quality RT reflections compared to GPUs that have dedicated hardware to handle it. But how the turn tables in some areas :ROFLMAO:

LMAO @ calling this an "issue" (and chalking up FF16's overheating issues as "not widespread" YIKES)
It's probably the worst issue on the list that affects playability. And LMAO @ bringing in an issue affecting an insignificant number of users for a totally unrelated game. Classic Necrokiller :LOL:🤜

and equivalent settings of medium and High
Also, Alex didn't identify a single setting to be running at Medium with certainty. He found that the difference between medium and high hair and weather particle quality is insignificant to the point where it could be either on PS5 in Performance RT mode.

CerebralTiger is just MAD how Nixxes managed to scale PS5's mythical I/O wonderfully on a wide range of hardware.
I'm not even mad. Take it up Alex. I can't help but feel his disappointment 🤷‍♂️:LOL:

All of these issues give the impression that - once again - a PC port has launched when it's not in a fully polished state.
It's impressive overall, highly scalable (Steam Deck verification on this one actually seems justified!) and a knockout from a visual perspective - but I can't help but feel some level of disappointment that overall polish isn't quite where it should be.
 

Necrokiller

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The whole point is that you could try hard with whatever possible hardware and still not match the PS5 version's portal transitions. DirectStooorage, you have failed this CiTy :ROFLMAO:

Also, SATA SSDs are loading the portal segment noticeably slower than NVMe drives 🤷‍♂️
But I don't see DF expressing any disappointment in that regard. Infact, as far as they are concerned, Nixxes has solved the mythical I/O challenges 🤷‍♂️:ROFLMAO:

Heck, even a faster HDD is enough to run this game :ROFLMAO:


Not this again 🤦‍♂️

Both are patient at a hospital, but only one is in ICU. Ring a bell? :ROFLMAO:
Exactly this again. Because guess what, neither Alex, Jon or Rich say it stutters more than PS5. Ab kya hua DF ke trust ka? Ring a bell? :ROFLMAO:


The game never crashed for me. There may have been some minor bugs, but I didn't encounter them. Digital Foundry also didn't report any major stability issues at launch 🤷‍♂️:LOL:
You should've used that logic in your summary as "issues encountered by DF" instead of saying "the PC version" has those issues. Your hypocrisy reveals itself :ROFLMAO:


Nah, watch the DF video. The texture pop-in is obvious right after portal transitions.
Nah, watch this.



Sure, the PS5 version wasn't expected to have higher quality RT reflections compared to GPUs that have dedicated hardware to handle it. But how the turn tables in some areas :ROFLMAO:
Yeah, the distant lower reflections on PS5. Insomniac's underlying inconsistent tables are the issue here :ROFLMAO:

It's probably the worst issue on the list that affects playability. And LMAO @ bringing in an issue affecting an insignificant number of users for a totally unrelated game. Classic Necrokiller :LOL:🤜
So Alex encountering the issue automatically means its a "widespread issue"? LMAOOO classic hypocritical CerebralTiger logic :ROFLMAO:

Besides, classic Necrokiller will play this on the vastly superior control method, as mentioned by John as well, the mouse + keyboard. Its a shooter after all :ROFLMAO:
 
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CerebralTiger

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But I don't see DF expressing any disappointment in that regard. Infact, as far as they are concerned, Nixxes has solved the mythical I/O challenges 🤷‍♂️:ROFLMAO:
There's a difference between running a game and running it like PS5, and, according to DF, no PC config can currently run it like the console 🤷‍♂️ :LOL:



Exactly this again. Because guess what, neither Alex, Jon or Rich say it stutters more than PS5. Ab kya hua DF ke trust ka? Ring a bell? :ROFLMAO:
Nah watch this ( :ROFLMAO: ):

Spoiler: show







Right with you on this Alex, truly a shame about the slower and less smooth (= more stuttery) portal traversal on PC :LOL:🤜

You should've used that logic in your summary as "issues encountered by DF" instead of saying "the PC version" has those issues. Your hypocrisy reveals itself :ROFLMAO:
Their experience is valid, and they didn't encounter major stability issues with the PS5 version. Feel free to show me if they did :LOL:🤜

Yeah, the distant lower reflections on PS5. Insomniac's tables are the issue here :ROFLMAO:
PS5 version has been available for over 2 years. It was on Nixxes to deliver superior RT reflections in every area 2 years later on PC 🤷‍♂️:LOL:
 
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Danish_karachi

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Looking at the Digital Foundry video, I am amazed at the fact that a $500 console visuals is comparable to a $2000+ 4080 high-end gaming PC, which makes PS5 a superior tech as compared to PC.

People say a PC does a lot more than a console. But still spending 2 grand for a PC doesn't make sense, as a system half the price is adequate for most office work.

Gaming PCs are ridiculously priced and that why I think PS5 gaming is superior to PC gaming due to value for money.
 

Necrokiller

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There's a difference between running a game and running it like PS5, and, according to DF, no PC config can currently run it like the console 🤷‍♂️ :LOL:
There is also a difference between running a game "slower" and that measurable metric having any real impact on gameplay. According to DF, any SSD provides a good experience.


Infact, John understands it was all 'typical new console marketing" by Sony/Insomniac. Sadly CerebralTiger doesn't and was completely enamored with Cerny.. Yikes!!! :ROFLMAO:


It could even be made to run on a PS4 🤷‍♂️ :LOL:

This though....nah, its technically running the game, but that's about it. Even Steam Deck's SSD is running this really well. Yikes yikes yikes :ROFLMAO:

Nixxes has done the heavy lifting and basically solved the storage challenge
Solved! Alex approves. Next up: SM2 🤷‍♂️:ROFLMAO: 🤜

Their experience is valid, and they didn't encounter major stability issues with the PS5 version. Feel free to show me if they did :LOL:🤜
But that's just it, "their" experience. Doesn't say anything about others or mine, much like how you've been playing Ratchet (and Returnal) bug free apparently despite the evidence of the opposite 🤷‍♂️:ROFLMAO:

PS5 version has been available for over 2 years. It was on Nixxes to deliver superior RT reflections in every area 2 years later on PC 🤷‍♂️:LOL:
And they succeeded with higher quality and less noisy reflections and additional PC exclusive RT features as well.

RT Shadows/RTAO in Spiderman Remastered, Miles Morales and Rift Apart PS5 when Insomniac????? Will SM2 have RT shadows and RTAO? We shall see 🤜:ROFLMAO:
 
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CerebralTiger

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There is also a difference between running a game "slower" and that measurable metric having any real impact on gameplay.
I mean, if you're putting it that way, there's no measurable impact on gameplay even when playing on a 7200 RPM HDD. The portal delay just gets lengthier, but it ultimately doesn't affect gameplay outside of that one on-rails segment 🤷‍♂️

Infact, John understands it was all 'typical new console marketing" by Sony/Insomniac. Sadly CerebralTiger doesn't and was completely enamored with Cerny.. Yikes!!! :ROFLMAO:
John also understands that DirectStorage didn't exist as a usable API when said console marketing took place, and, even now, it is unable to match the PS5's speed and smoothness with these portal segments despite the 4090 being more capable at gpu decompression than the PS5's dedicated chip and a 7100 MB/s drive being faster than the PS5's on-board SSD 🤷‍♂️:LOL:

Solved! Alex approves. Next up: SM2 🤷‍♂️:ROFLMAO: 🤜
In a game that hardly uses the fast IO for anything other than "hey, look we can do this!", and still can't match PS5 :ROFLMAO:

Alex knows a much better test is Spider-Man 2, where faster traversal is an integral part of gameplay, and not something that is driven by an in-game event :LOL:🤜

But that's just it, "their" experience.
Their experience is based on the top of the line available hardware, so I trust it more than that of random individuals on an internet forum with PCs. Similarly, their experience with Ratchet on PS5 was absolutely fine 🤷‍♂️:LOL:

And they succeeded with higher quality and less noisy reflections
That are worse than PS5 in some cases :ROFLMAO:
 

Necrokiller

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I mean, if you're putting it that way, there's no measurable impact on gameplay even when playing on a 7200 RPM HDD. The portal delay just gets lengthier, but it ultimately doesn't affect gameplay outside of that one on-rails segment 🤷‍♂️
I mean, is the difference in a real world scenario as monumental as the gap in a 7200RPM HDD and Gen4 NVMe SSD? Especially when you consider the LOD scales higher than PS5 versions 🤷‍♂️



In a game that hardly uses the fast IO for anything other than "hey, look we can do this!", and still can't match PS5 :ROFLMAO:
Spider-Man 2, where faster traversal is an integral part of gameplay, and not something that is driven by an in-game event :LOL:🤜
This is especially hilarious when we read all the glowing praise CerebralTiger was giving Rift Apart for making a case for SSD being integral part of the gameplay before the PC version announcement. How the tables have turned :ROFLMAO:


Their experience is based on the top of the line available hardware
What does the X/Y input switching bug have anything to do with "top of the line hardware"? LMAOOO

That are worse than PS5 in some cases :ROFLMAO:
"some", while being superior in most 🤜:ROFLMAO:
 

CerebralTiger

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I mean, is the difference in a real world scenario as monumental as the gap in a 7200RPM HDD and Gen4 NVMe SSD? Especially when you consider the LOD scales higher than PS5 versions 🤷‍♂️
Yes? The additional stutter or pause, as John put it, on PC during the portal segment at equivalent settings (including LOD) to the PS5 version leaves much to be desired. Certainly doesn't bode well for a game like Spider-Man 2, which is more actively taking advantage of the faster IO 🤷‍♂️

This is especially hilarious when we read all the glowing praise CerebralTiger was giving Rift Apart for making a case for SSD being integral part of the gameplay before the PC version announcement. How the tables have turned :ROFLMAO:
Notice how I said "early look at how I/O speeds can be leveraged to bring about new possibilities with game design", and that's exactly what it was. An early look 🤷‍♂️ :LOL:

What does the X/Y input switching bug have anything to do with "top of the line hardware"? LMAOOO
Come now, does anyone expect Necrokiller to report back and let everyone know when it happens on his PC? This is why only Alex can be trusted 🤜:ROFLMAO:

"some", while being superior in most 🤜:ROFLMAO:
"most" was never stated by Alex. More like some, while being superior in others 🤷‍♂️ :LOL:

Alex's optimized setting for the reflection BVH range is 6-7, whereas PS5 is at 9. It being worse at a farther distance is some great optimization by Insomniac for a platform that doesn't have dedicated RT cores 🤜:ROFLMAO:
 

Necrokiller

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Yes? The additional stutter or pause, as John put it, on PC during the portal segment at equivalent settings (including LOD) to the PS5 version leaves much to be desired.
John isn't commenting on the tweet I shared, but rather the minimum spec PC Rich was using :ROFLMAO:

Certainly doesn't bode well for a game like Spider-Man 2, which is more actively taking advantage of the faster IO 🤷‍♂️
I mean, Nixxes proved you wrong in Spiderman games already where you expected traversal stutters on PC, and now they have done it again scaling Rift Apart's mythical I/O usage wonderfully well across a range of hardware, which, much like SM2, is "actively" a PS5 only game 🤷‍♂️

Notice how I said "early look at how I/O speeds can be leveraged to bring about new possibilities with game design", and that's exactly what it was. An early look 🤷‍♂️ :LOL:
This is the same studio that said Rift Apart is only possible with PS5's SSD. You'll likely be singing a different tune when SM2 inevitably gets released on PC :ROFLMAO:

Come now, does anyone expect Necrokiller to report back and let everyone know when it happens on his PC? This is why only Alex can be trusted 🤜:ROFLMAO:
I can't report it unfortunately because I won't be using the inferior console gamepad for this. Mouse+kb ftw 🤷‍♂️:ROFLMAO:

"most" was never stated by Alex. More like some, while being superior in others 🤜:ROFLMAO:
"some" implies that it doesn't happen most of the time :ROFLMAO:

Alex's optimized setting for the reflection BVH range is 6-7, whereas PS5 is at 9. It being worse at a farther distance is some great optimization by Insomniac for a platform that doesn't have dedicated RT cores 🤜:ROFLMAO:
Because even at 6-7 the PC RT reflections resolve higher distant details compared to PS5's 9. YIKESSSS! :ROFLMAO:
 

CerebralTiger

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John isn't commenting on the tweet I shared, but rather the minimum spec PC Rich was using :ROFLMAO:
I'm talking about this statement from John regarding the 4090/7100 MB/s SSD combo exhibiting extra stutter/pauses over the PS5 version:



I mean, Nixxes proved you wrong in Spiderman games already where you expected traversal stutters on PC, and now they have done it again scaling Rift Apart's mythical I/O usage wonderfully well across a range of hardware, which, much like SM2, is "actively" a PS5 only game 🤷‍♂️
I didn't really expect traversal stutters in a game that was originally developed for PS4, but I sure was curious. Its CPU requirements are surprisingly high, in spite of its PS4 origins.

Also, I just said in my previous post that Rift Apart is not actively taking advantage of the PS5 IO. Better hope DirectStooorage is in a better state by Fall 2025. Damn, that's a long wait. Better also hope Jimmy stays PlayStation president by then :ROFLMAO:

"some" implies that it doesn't happen most of the time :ROFLMAO:
Alex would've said "few" instead of "some" areas. It's a vague statement either way 🤷‍♂️

Because even at 6-7 the PC RT reflections resolve higher distant details compared to PS5's 9. YIKESSSS! :ROFLMAO:
Yet the reflections that are near to the camera are being resolved worse in Alex's optimized settings than a platform that doesn't have dedicated RT cores. Yikes! :ROFLMAO:
 
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