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Ps5 ratchet and clank
Ps5 ratchet and clank




ps5 ratchet and clank

It relies on snappy shooting, running and jumping, and extravagant action-movie moments involving exploding spaceships, gigantic monsters and grinding along city-spanning rails and cables at intense speeds. It’s a cartoonish caper, featuring cute aliens, an evil robot super-villain and a gun that temporarily turns space-pirate enemies into topiary. This claim was later dialled back somewhat after the game launched, when game director Mike Daly told Axios: “You could make a game like ‘Ratchet & Clank’ on the PS4, but just visually speaking, you would have to dial back a ton in order to get it to run.It looks spectacular, with teeming futuristic cities and impressive space-scapes as the backdrop to the action. “We’re loading up levels that happen so quickly and in the action that you don’t even imagine that this is something that we couldn’t do before because it feels so natural.” It is an unbelievable game changer in terms of we can now do gameplay where you’re in one world, and the next moment you’re in another. It allows us to build worlds and project players from one place to another in near instantaneous speeds.

ps5 ratchet and clank

“Ratchet & Clank: Rift Apart is a game that utilizes dimensions and dimensional rifts, and that would not have been possible without the Solid State Drive of the PlayStation 5,” Smith stated. In a video posted on the PlayStation YouTube channel a year before the release of Ratchet & Clank: Rift Apart, Insomniac’s creative director Marcus Smith claimed the game’s rift-travelling mechanic was impossible on previous systems. With its satisfying combat and excellent DualSense use, Ratchet & Clank has never felt so good He then demonstrates this by showing a section he designed for Lego Star Wars III on the PS3, where two separate gameplay stages are playing on-screen at the same time. “I’m just explaining how other pretty simple techniques can be used to achieve exactly the same thing on older hardware,” he states.

ps5 ratchet and clank

To transition between the buffers you can just have a very simple intermediate Void location permanently in memory to hide any swap-over glitches that might happen.”Īfter explaining the method in more detail, Burton explains that it’s perfectly possible that the game could be using the SSD to “do everything properly”. While you’re playing, it can load the next section into the second buffer. The first buffer holds the section you’re currently playing in. “So imagine the game has two memory buffers. “You only move across a very small part of the world and have very little ability to even move during this section – this means the game has the whole time you’re playing the section to load in the next section. In fact, every section of this sequence is both forced and small. “This is important because it means you can pre-load the grind rail section while you are playing the speeder section. “The important thing to note here is that none of this is optional, it’s forced,” Burton explains. Using an example section where Ratchet is on a speeder bike, goes through a portal and lands on a grind rail, Burton states that the game is deliberately placing the player into very small stages and giving them limited control to help manage the data it’s streaming in. Burton’s video claims Rift Apart could have worked on PS3. Moving onto the more spectacular set-pieces where players jump quickly from Rift to Rift, Burton explains that these could also be pulled off with clever use of buffers. “So it’s pretty much a sky dome, a few small platforms, generic objects and nice lighting, so on older hardware it wouldn’t take much memory, especially as it also uses the generic objects, all of which make it quick to load.” Going into an explanation of asset streaming techniques for those unfamiliar with the process, Burton then points out: “The Pocket Dimensions are really graphically basic, and in fact just seem to use a lot of the same generic objects like crates that would already be available in generic memory. “Now, they could be using all kinds of Solid State Drive trickery to pull these off,” Burton says, “but because it’s just one Rift and it always goes to the same area this can easily be achieved on older hardware.” He claims that the bonus Pocket Dimension areas are the easiest to pull off, because they’re small stages with limited scenery in them.

PS5 RATCHET AND CLANK PS4

In his video, Burton breaks down the two main Rift tricks in the game, and explains how he believes they could be pulled off on PS4 or even PS3 hardware. Notice: To display this embed please allow the use of Functional Cookies in Cookie Preferences.






Ps5 ratchet and clank