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Ratchet and Clank: Rift Apart RDNA 2 Ray Tracing

not a great idea, because when the asset is called, I.e moving through one of those portals, the data has to be transferred from RAM to CPU, then from CPU to VRAM and vice versa when dumping data - so I mean you could keep a lot of game data in system RAM but you're still gonna have lots of issues like texture pop in because the data needs to go into VRAM. Also, If you were going to try and load whole games into system RAM 32gb would not be enough - to cover AAA games you'd need up to 100gb of memory
I don't think it is strictly true that the CPU must perform work on the data in RAM before it can be sent to the GPUs VRAM.

Specifically I am talking about Ratchet and Clank and the portal mechanics.
Games are designed to kind of be predictable. For example, you load a level with these portal, all those portals will consistently go to the same place. Therefore the system can know if the user is within X-range of this portal. Preload exit level of portal into system RAM. (this is for portal that go to a different world, not the ones used in combat). Hence the user jumps in and the game simply switches out VRAM contents with system RAM and vice versa. This suggestion is just an alternative for not having direct storage.

Also the recommended for the valley demo is 64GB so we aren't far off from just loading it all in.;)
 
The Valley demo was not instant load. It was fast but still you had to wait 3-4 seconds. In this game all is done in 33 to 50ms.
I'll need to double check the videos for how long it takes to load new worlds through the portals in R&C. The only instant portals i could think of was during combat were you are teleporting from one side of the map to the other. And i doubt that has anything to do with the SSD speed in those instances.
 
Can't say I'm not impressed with this PS5-exclusive. Just oozes quality and I'm not really a big fan of the R&C series. Couldn't get into the PS4 exclusive they released, but the gameplay and graphical fidelity alone make me want to give it a try. If this is what devs can do with a piece of hardware still in it's relative infancy, I'll be keen to see what they can do when the development on the console matures.
 
It looks fantastic. I was looking forward to playing this regardless, but I'm pleased to see that it's also a flex for the new generation of hardware.
 
Bugger, these good games coming to PC and PS5 but not series X and I sold my 3080 and bought a Series X, bugger, BUGGER.
chill though, it aint coming to pc and never will

and xbox is still a crazy good console so i wouldn't worry about it

if the xbox studios can deliver this time, you're in for a treat
 
Not only is the videocard from PS5 half of Big Navi ( actually half of 6800xt ) but it is considered by many ( especially Xbox owners ) not to be even of RDNA2 generation. I've seen comments like RDNA 1.1 :D or Sony does not have ML or whatever features Xbox owners think they have in their RDNA2 chipset.
And yet Sony delivers great games to their costumers while the more powerful XboxX or Radeon cards are only good to watch gameplay videos from PS5. :)
Imagine what games these Sony owned companies could have created with a full Big Navi or a GA102.
 
This is pretty typical for game development, especially for games that are dealing with new technology. There's an optimization curve they go through that improves performance and thus the quality of the final product can push. It's actually games like Ratchet and Clank that makes me want to get a PS5 despite primarily being a PC gamer.

It's a good example of one of the benefits of fixed hardware in the consoles, being that you can optimize games much more for that one tightly constrained configuration, rather than being stuck with a plethora of PC hardware and the various different settings you need to offer. Still many of these "optimizations" tend to be about low hanging fruit or artistic trade off. So maybe one scene is heavy on RT reflections but they can dial back on RT shadows or any kind of global illumination. And another level or area can use some nice shadows in a stylistic showcase of dynamic lights but have no reflective surfaces nearby. So you can spend your limit RT budget in different ways at different times to have the maximum visual impact. There's much more room for artistic flare.

Where as with a PC game you can just slap reflective surfaces on whatever you like, have dynamic shadows and GI and do all that stuff at once and do it everywhere and leave it up to the gamer to decide what they'll enable or disable in the settings to get the performance they want. Ideally you'd like it all if you've got the power to do it. It's why RT features are suspiciously missing in areas in that video, like the green swamp water using traditional screen space reflections. You spend your relatively minor RT budget on whatever has the maximum visual impact at the time.

There's a lot of the same tricks being used here however, the RT 60fps mode has a nice frame rate but the quality mode is at 30fps which suggests they're skimping on a lot of settings between the 2 modes, dynamic resolution is there which is unsurprisingly so you can just dump down the res in real time if the APU is struggling. But for basically budget gaming setup with very lite RT capability it's actually very impressive. And what's more impressive is DF's really deep dive on these kind of videos. If you're not subbed to them you ought to be.
Though in this case, it's not just Consoles that are getting better with RT but RDNA2 on PC is working better with RT as well.
 
Was that genuinely your take after watching that video? Game is absolutely gorgeous lol. Maybe some people like me simply enjoy gaming instead of pixel counting, also funny that not even a 3090 can 4k/RT at the same time on plenty of games but let's ignore that.
I am one of those "pixel counting" guys but your point about 3090 fizzling out at 4K/RT is true.
 
pointing at smudgy reflections in a floor is assuming the floor is a mirror finish and should reflect the world like a mirror.

This is why some RTX games have every surface look like mirrors, it looks ####### horible but it stops keyboard critics pointing at everything and complaining the reflections aren't perfect.
 
pointing at smudgy reflections in a floor is assuming the floor is a mirror finish and should reflect the world like a mirror.

This is why some RTX games have every surface look like mirrors, it looks ####### horible but it stops keyboard critics pointing at everything and complaining the reflections aren't perfect.
I saw somebody post some photos of real-life with ~perfect reflections as a counter to this argument. Don't know whether those IRL photos were altered or not.
 
That R&C video really does look great IMO. The details in the models, and the 'artistic direction' are amazing. I'm not sure whether the 'amazing detail in photo-mode' mentioned in the review means the game engine has really good LOD handling code (or perhaps some PS5-specific vertex-shader H/W) or just an excellent photo mode!
 
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