Ratchet & Clank: Rift Apart launches on the 11th of this month (next Friday) as a Playstation 5 exclusive. The game makes heavy use of practically instant transitions between environments, and that is only possible thanks to the PS5’s extremely fast SSD. See what Digital Foundry thought of the game in its technical analysis.
The DF analysts start by highlighting that the final game looks graphically better, with effects that are not only improved but also received additions with ray tracing, with “beautiful high-resolution reflection work”. Regarding the trailers, they mention that back then small hitches could be noticed at the moment of transition between dimensions, and in the final version they have been almost entirely eliminated, appearing only in a few isolated moments. Still on the dimension changes, they say that in the version shown in the trailers those transitions had no ray tracing and now they do, that is, there was an upgrade!
The launch patch, according to Digital Foundry, even managed the feat of improving performance further! The game has 3 graphics modes: the resolution mode, which runs at 4K30FPS + Ray Tracing + improved visual effects; the performance mode with ray tracing, which adjusts the resolution to keep 60FPS + ray tracing (this is the mode with the lowest resolution, but the analysis of it will come later, they say); and the performance mode, which runs at 60FPS and keeps a resolution closer to 4K.
The scene transition, they say, is impressive and instant, with completely different settings alternating extremely smoothly:
“The most basic kind of rift appears during many combat sequences – aim the rift and you immediately pull yourself to another section of the map. The rift object itself is pulled toward the player and, at a certain point, it approaches the new location. However, there are other places where portals lead to completely different areas. In this case, the game is rendering two unique versions and both are fully featured – motion blur, anti-aliasing, volumetrics, shadows and so on are all rendered correctly in both viewports, which allow seamless transitions between the areas. You can walk between these two areas seamlessly.”

The show of detail doesn’t stop there: Insomniac (the game’s developer) also used a fur system, which makes the characters and their fur appear extremely detailed:
“During the cutscenes, it’s fair to say that Rift Apart resembles a pre-rendered movie: the motion capture was kept to a minimum and it shows, you don’t get that impression of characters marching around in a suit, it really looks like a cartoon.“

They go on to mention how the Ray Tracing effect was applied extremely satisfactorily in the game:
“From large flat mirror-like surfaces to the rougher surfaces you’ll find later – it adds a lot of depth to the world in a way that differs from the metropolis seen in Marvel’s Spider-Man. What impresses me is how reflections apply to curved glass in a realistic way – in fact, reflections even flip upside down realistically when looking at dome shapes. But it’s the quality of the reflections that impresses most, and as I mentioned earlier, I was delighted to see the quality improve with the day one patch. It seems Insomniac switched to a sparse rendering solution for reflections – so the amount of work increased, but it’s still within the rendering budget. It’s really a nice jump in quality.“
Check out the full analysis, and don’t forget to turn on the subtitles and select the automatic translation option for PT-BR subtitles:
Source: Digital Foundry




Comments (0)
Be the first to comment.