Nixxess rep, spent more time focusing on deck verification and less time optimizing the PC version.
Well below the larger stutter seen on PC here:
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 rigBut 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
"larger stutter" LMFAOOOOOOWell 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
"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- slower and less smooth portal transitions on a top-of-the-line GPU/SSD config, even when running at PS5 equivalent settings (poooor DirectStoooorage )
Imagine thinking the PS5 version was stable at launch- stability issues
No loading issue. Its an incorrectly set LOD mip bias that you can change in NVCP.- non-working texture filtering on some surfaces
- texture loading issues
Failing to mention that PS5 has inconsistent distant reflections AND ghosting and noisy relfections that PC doesn't have.- RT inconsistency (reflections in some areas are of a lower quality than PS5)
LMAO @ calling this an "issue" (and chalking up FF16's overheating issues as "not widespread" YIKES)- input issues (X/Y axes inverting on their own)
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 CiTyI 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
Not this again"slower and less smooth" when both have stutters?
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 launchImagine thinking the PS5 version was stable at launch
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?No loading issue. Its an LOD mip bias that you can change in NVCP.
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 areasFailing to mention that PS5 has inconsistent distant reflections AND ghosting and noisy relfections that PC doesn't have.
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 NecrokillerLMAO @ calling this an "issue" (and chalking up FF16's overheating issues as "not widespread" YIKES)
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.and equivalent settings of medium and High
I'm not even mad. Take it up Alex. I can't help but feel his disappointmentCerebralTiger is just MAD how Nixxes managed to scale PS5's mythical I/O wonderfully on a wide range of hardware.
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.
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 challengesThe 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
Also, SATA SSDs are loading the portal segment noticeably slower than NVMe drives
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?Not this again
Both are patient at a hospital, but only one is in ICU. Ring a bell?
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 itselfThe 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
Nah, watch this.Nah, watch the DF video. The texture pop-in is obvious right after portal transitions.
Yeah, the distant lower reflections on PS5. Insomniac's underlying inconsistent tables are the issue hereSure, 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
So Alex encountering the issue automatically means its a "widespread issue"? LMAOOO classic hypocritical CerebralTiger logicIt'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
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 consoleBut 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
Nah watch this ( ):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?
Their experience is valid, and they didn't encounter major stability issues with the PS5 version. Feel free to show me if they didYou 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
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 PCYeah, the distant lower reflections on PS5. Insomniac's tables are the issue here
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.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
It could even be made to run on a PS4
Solved! Alex approves. Next up: SM2Nixxes has done the heavy lifting and basically solved the storage challenge
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 oppositeTheir experience is valid, and they didn't encounter major stability issues with the PS5 version. Feel free to show me if they did
And they succeeded with higher quality and less noisy reflections and additional PC exclusive RT features as well.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
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 segmentThere is also a difference between running a game "slower" and that measurable metric having any real impact on gameplay.
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 SSDInfact, John understands it was all 'typical new console marketing" by Sony/Insomniac. Sadly CerebralTiger doesn't and was completely enamored with Cerny.. Yikes!!!
In a game that hardly uses the fast IO for anything other than "hey, look we can do this!", and still can't match PS5Solved! Alex approves. Next up: SM2
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 fineBut that's just it, "their" experience.
That are worse than PS5 in some casesAnd they succeeded with higher quality and less noisy reflections
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 versionsI 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
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
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 turnedSpider-Man 2, where faster traversal is an integral part of gameplay, and not something that is driven by an in-game event
What does the X/Y input switching bug have anything to do with "top of the line hardware"? LMAOOOTheir experience is based on the top of the line available hardware
"some", while being superior in mostThat are worse than PS5 in some cases
Inside that hole, this game can only run on a PS5's SSDEmbarrassing. PS users should dig a hole and put their head inside the sand like an ostrich.
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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. Certainly doesn't bode well for a game like Spider-Man 2, which is more actively taking advantage of the faster IOI 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
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 lookThis 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
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 trustedWhat does the X/Y input switching bug have anything to do with "top of the line hardware"? LMAOOO
"most" was never stated by Alex. More like some, while being superior in others"some", while being superior in most
John isn't commenting on the tweet I shared, but rather the minimum spec PC Rich was usingYes? 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.
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 gameCertainly doesn't bode well for a game like Spider-Man 2, which is more actively taking advantage of the faster IO
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 PCNotice 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
I can't report it unfortunately because I won't be using the inferior console gamepad for this. Mouse+kb ftwCome 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
"some" implies that it doesn't happen most of the time"most" was never stated by Alex. More like some, while being superior in others
Because even at 6-7 the PC RT reflections resolve higher distant details compared to PS5's 9. YIKESSSS!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
I'm talking about this statement from John regarding the 4090/7100 MB/s SSD combo exhibiting extra stutter/pauses over the PS5 version:John isn't commenting on the tweet I shared, but rather the minimum spec PC Rich was using
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.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
Alex would've said "few" instead of "some" areas. It's a vague statement either way"some" implies that it doesn't happen most of the time
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!Because even at 6-7 the PC RT reflections resolve higher distant details compared to PS5's 9. YIKESSSS!
170 + countries where Steam sells but PSN doesn't will lose access unless they use VPNfaraany3k said:I have heard that it is now unplayable in countries which do not support handful of third world countries not recognized by Sony like Pakistan. Steam is a true global platform.Then they cry that console gaming is dying.