I should note that the missing transparency effect at 3:30 actually is in the scene on the pc version- but it has inexplicably been moved down to the base of the platform, orbiting the blue ring with other particles now. Maybe this was a bug in the original, since it still fits when moved like this.
It seems like a highly visible bug that would have been corrected in a patch on the PS5. What I _think_ actually happened is, the rings being positioned high is correct but at some point during the PC porting a Nixxes developer saw the rings rotating high and _they_ thought it was a bug and the rings should be around the base - so they 'fixed' it 🙂
They absolutely break the game for a lot of AMD users. Never mind ray tracing, I can't even get past the file-select screen without the out-of-memory crashing, and when I finally did after hours of tweaking, the first area's floating platform didn't load in, so Ratchet fell right through the level the moment the game started. Shoddy framerate that's unable to maintain 30fps, let alone reach 60, and the moment I switched the overall settings to High-Quality, it crashed, and I was unable to get as far as the settings to revert them. I ended up having to refund the game. For comparison, Halo Infinite didn't crash at all, and it took no time for me to tweak the settings and get it to run at 60fps. Unacceptable on Sony and Nixxes' part.
that loading speed test with changing ram speeds, core speed, nvme speed, all of that is what makes me love Alex's review videos! Keep up the good work guys
@@elon6131 Oh yeah and guess what? That didn't change that the game relies most heavily on GPU decompression. And it also didn't change the fact that if you GPU doesn't have it's own decompression engine that the CPU will do more (up to all) of the content decompression.
Released 28/07 - Ratchet & Clank Rift Apart PC Patch/Hotfix 1.727.0.0 Release Notes Resolved visual issues with characters occurring on certain GPUs, including AMD Vega based models. Improved the visual quality of vegetation in ray-traced shadows and ray-traced reflections. Implemented a fix to make the Texture Filtering option work as intended.
Man the difference the amount of background apps makes is really significant especially for gpu ram.. I guess most applications do use a significant slice of gpu (as well as the windows dwm)
I love your testing so much! The amount of testing and research that went into it is insane. The fact that you give tips on what settings are increasing performance with minimal graphical fidelity is a godsent! Thank you so much.
Great video as always! I gotta say the HDD/SSD comparison was really fantastic. As someone who played this game through first time on PS5 I don't think it really sunk in at the time just how impressive the portal and loading sequences are.
@bingobongo1615 it's an interesting question I suppose of "where do you stop?" If you're preloading more and more stuff, that's surely resource intensive to have loaded at what point do you just preload the whole level? And with all the possible extra time that'd take you just end up having the load times of a normal HDD at that point. It's really a matter of SSDs being able to load stuff so much quicker which allows this to be unloaded faster as well, but I imagine the architecture of the PS5 also plays a part in it, as it is virtually flawless in its transitions. But yeah, like I said I guess it becomes a question of where do you stop preloading?
Yup, they originally designed it for the PS5, so I assume they knew they could get away with loading at the last possible moment even though there's plenty of time before. Not sure if Nixxes can ever fix that, otherwise they might have to rewrite the whole portal sequence.
A stunning piece of work Alex. Waiting another month for release would have been preferable for a better day one experience, if not for a stacked August/Sept release schedule.
@@mariodelrio1694 It's been 3 games ported by nixxes within the last year. Plus people on forums/twitter are hoping nixxes port Ghost of Tsushima, Demons souls, Last of us part II(plus fix TLOU P1), Bloodborne, Horizon Forbidden West(
@@mariodelrio1694 I'm not really sure if you can call this a rushed port. A rush job would generally have much bigger issues than what we see here. It's a, generally, solid port that is generally playable across the board with a couple big issues and mostly more minor graphical issues to work out. A month or two delay would definitely have been in order here, just to iron out a few of these issues (and, hopefully, give AMD and Nixxes time to figure out the issue with RT and AMD GPUs) but it doesn't feel like something that Sony forced them to slap together quickly with no regard to quality.
I truly appreciate all the amazing work DF does. There simply is no other RU-vid channel or publication that is as in depth as DF when it comes to visuals/performance analysis
I believe the difference in speed between PC and PS5 might largely be due to different memory models: PS5 probably uses unified memory (like Apple M1/M2), whereas PCs have separated "system memory" & "GPU memory". With DirectStorage, on PC data still needs to move from NVMe --> System RAM --> GPU Memory, while on PS5, it's just NVMe --> (Unified) memory. This "one extra hop" on PCs system has to be eliminated to remove data shuttling overhead.
No it doesn't have to be eliminated and likely won't be anytime soon, but thanks for your uninformed comment that can be disproved by watching this very video.
Jesus is the only way to heaven Being a good person won’t get you there “If we confess our sins, he is faithful and just to forgive us our sins and to cleanse us from all unrighteousness.” 1 John 1:9 ESV Repent from your sin(disobedience to God) and turn to God and follow Him so that you will be saved “No, I tell you; but unless you repent, you will all likewise perish.” Luke 13:3 ESV’
It's good to see it's not a broken mess. But sad it was semi-rushed to avoid August. Guess it will be a buy later next month after the next patch. Thanks for these great PC port reviews as always Alex
Just got the game today. I have a system with 5800X3D, with an RX 5700XT, I was playing on high settings @1440p still on first level was consistently getting 65+ FPS. Then made some settings based on Alex's optimisation guide, only thing I don't have is dynamic resolution, I have it off. Still in the early levels, getting 70-95 fps in most areas with some going to 65, nothing lower than 60, so pretty good experince and no crashing. I have Radeon image sharpening set in my amd control panel and have the texture filter set to perfromance. I also have the game installed on an NVME Gen 4 ssd.
Glad Alex is mentioning the flashing making it harde to spot differences when changing options. It's the same with those comparison shots slowing fading over from left to right. Our brains aren't build to handle that well.
You guys are doing great work. I am also loving my new way of being a 'patient gamer'... The difference in experience is worth it for me and you get these game for peanuts a lot of the time.
Yeah I've become the same way. I wait and get these games at great prices. I still have new games in my Steam library I haven't even installed and tried yet. Now there are still a few games I buy when they are new, but there's just not that many new games that truly excite me anymore. Getting kind of old and jaded I guess.
@@jtjones4727 Nah, you're not old and jaded. You just want standards to be met, like in years past. I mean, I used to buy games at launch, but now, I feel like I have to wait about a year because that's how long it takes for a developer to finish patching a game after it's been launched. And by the time it's really finished, you can buy the game at a good discount anyway.
Watching these PS5/PC comparisons really brings to light, just how optimization Sony devs put into the console. It's always mind blowing what the wizards at Sony can accomplish with less specs. Seeing how heavy it is on PC proves, the differences aren't as stark as you'd imagine either... 😮
Windows and DirectX is also bloated. Windows 11 itself takes up 4GB of RAM and 2 CPU cores while not being in used. DirectX 12 takes up more resources than Vulkan. I really don't understand why Sony doesn't use Vulkan for its pc ports. The PlayStation 5 API is closer to Vulkan then DirectX. Mantle was used as the basis for Vulkan and the PS4 API, which the ps5 API was based upon. It is also why ps5 and Xbox series x performance gap is so less than the 20% it should be. Direct X 12 on Series X/S is also much more bloated than expected at launch. It wasn't until last year Microsoft got Direct X 12 to fit into the slower 2 GB of RAM in the series S.
Even in its lowest settings, it looks decent. I'd say good job to Insomniac and especially Nixxes for a good PC port. This year has been rough for PC ports
@@solid_justice5855 I mean yeah. People are still talking about some of those ports months later. I'm probably forgetting some games, but usually when the PC version of a third party is poor, chances are the console version is just as poor. Jedi Survivor comes to mind.
@Ayoul Death space remake, FF7 remake, Arkham knight come to mind wich were all better on console then the PC port. Pretty sure there are more. Especially games running on UE4 seem to have more problems on PC then consoles
For the raster only crowd, this game runs and looks amazing without RT. As many have said it looks like a Pixar movie at times. Running the game at 4K, very high, HBOA+, FSR 2, I have had zero stutters or crashes so far with a 6800XT, 5800X3D, GEN 4 SSD and 32GB RAM. Great video and analysis.
@@killermoon635 well he would only have access to FSR or xess, and Xess is worse on AMD cards but better on its native Intel cards. So in that instance, I would choose FSR obviously.
I play the game on GTX 1070 and yes, the game is still amazing on medium settings with 16x AF and shadow on medium. 1440p with G-Sync monitor, Ryzen 3600, 32GB ram and ofc the game is on NVME drive. Minimum at around 40, average is around 55-60fps.
Yes, the visuals in this game are still spectacular two years later. Insomniac is really a top tier studio. I've not played all of their games but the games I've played are incredible. I also loved Sunset Overdrive. Great gameplay + single player experience + visuals.
I wonder if the PS5's ability to share CPU and GPU RAM together gives it an advantage for loading lots of data - a PC has to pipe the data across the PCI slot to the GPU. Maybe not, since a second run on the PC was near flawless, with data already loaded into system RAM, which still needed to be piped to the GPU. All this said, this was the first game I played on the PS5 - and it was like playing a Pixar movie. The graphics were so beautiful everywhere, I couldn't tell what to shoot at sometimes.
Its a HUGE advantage. It decompresses assets straight into memory, whereas on PC it loads the compressed assets into RAM and then the GPU decompresses them into VRAM. So it needs a lot more RAM and adds latency.
While it can likely preload assets into memory to increase speed after it's done loading, I think the whole point of using direct streaming from SSD was to showcase this can now be done on-demand on the PS5 without preloading anything. It gives developers more freedom with PS5 titles (and makes PC ports more difficult to do).
So my boy Cerny wasn't lying about PS5's SSD at all. So people can finally shut their front doors about those claims ! And wow PS5 is obliterating 2070super according to both this video and NxGamers inspections. Tried with 3080 12gb, without any reconstruction at native 1440p ultra settings, 60 fps locked is impossible. Gamernexus was comparing Ps5 gpu to gtx1060, 2 years ago :D :D.
The HDD bugs is very similar to that of CP2077. You can play CP on a high-end system but if it is installed on an HDD that is nearly full it feels if the bugs increase exponentially.
In real time no one can spot the differences. You've gotta pause the game to notice the difference of a $400 console and a $2000 PC. We have definitely hit the point of diminishing returns.
Thanks for giving RTAO some more deserved attention. Along with RT shadows those should be actually given priority in games to fight light leaking / bleeding. But sadly in 2023 this is still an issue, that game devs do overlook. Awesome initial job by nixxes
I agree with both of you. The sooner we can transition to full featured ray tracing including local shadows and indirect shadows the better. Due to disappointing mid tier gpus for the masses and mediocre consoles, that might take longer though, than we wished for. Let's hope the gpu vendors and chip manufacturers are reconsidering their marketing strategies and product timeline.
Shame to see it lacking in some areas, seems a great port in general but could still be better. Hoping when I finally get round to buying this in sale it's fixed.
@@DaniloBeirne Not yet, last few months have been packed especially BG3 and others. But I'd wager its in the steam sale atm and this would be a great candidate for my OLED deck. Are you tempted to get it or picked it up?
Transparencies are the main thing that a well tuned and hybrid rendering structure can work with. FFXVI seemingly extensively uses a combination of RT and Raster shadows. A lot of the Raster Shadows being for transparencies like foliage.
Blows me away that the ps5 performs so well up against PCz. Bit confused why render comparisons are done in PerformanceRT mode though?! Wouldn't Quality mode give better picture quality comparison or would that be to close to a high end PC and make some people feel uncomfortable. Lol
Alex the reason why the PS5 finishes that sequence earlier is by because the PS5 has a custom built dma controller, a custom built decompression unit that only does that task. It has an ssd with 12lanes and 6 priority levels and lastly cache scrubbers that move data in and out faster then anything. The whole I/O system was rewritten and custom built. Maybe you should try and get a deep dive talk with Mark Cerny. The mastermind behind it all.
Alex's understanding is more surface level, he doesn't actually have any deep technical understanding as he doesn't have any background education on a technical level.
I've played several hours so far. My specs: Ryzen 9 5900x, XFX Radeon RX 6800XT Merc 319, 2x16gb DDR4-3600 CAS-16, Samsung 980 Pro M.2 2tb PCIE 4.0 x4, Asrock X570M. I haven't noticed any issues without RT. The game also looks beautiful even without RT. The issues in this video are inconsequential from my perspective. I limit FPS to 100 because my monitors refresh rate is low, but before setting that limit I was easily getting almost 200 FPS with 0 stuttering or loading issues. Game runs smooth as butter for me.
I got a ratchet t pose during the DirectStorage scene you’re using in your intro. Looked funny while riding that dinosaur thing. Otherwise no issues. Maybe I just didn’t notice texture issues, so I can’t say. Runs like butter at everything maxed on 12700k, 3080 12gb, gen3 nvme ssd @ 1440p with DLSS quality (had all RT settings maxed, so I used DLSS to ensure high frames).
You probably wont notice the texture issues if you weren't aware they were ALL super high resolution on PS5. You could literally go close up to anything and not see any blockiness, sadly not the case on PC right now.
1:50 A simple alt-tab out and back into the game fixes this. Also any setting that changes display solves this. 2:54 It was fixed, but for it to work you have to disable DLSAA/DLAA for it to take effect. After that you can enable again.
From the test's I've seen it runs pretty good. From multiple tests from people like The Phawx, ETA Prime, MX Gamer, and OhNoItsAlexx have shown it with perfectly playable performance
I’ve put the game on my mini pc with a Ryzen 9 6900HX, installed on a Samsung 980 ssd with 32gb of RAM. And even though it was on an integrated 680M, the game managed to run at high 40s fps @720p. Pretty impressive performance imo. I imagine that on steam deck things might run just as fine.
I commented on the last video that the PS5 Kraken decompression chip is probably why warping is faster on PS5 since it is solely dedicated to the task, and, as usual, excellent video!
@@TheWitch2972:33 the PC version has some weird downgrades though, even when maxed out. I think this port needs some time to be polished, as of now I wouldn't say that the PC version is the definitive way of playing it as we would expect.
@@LuizFernando-li1du I didnt say it was the definitive way to play, but dynamic 4k at a max fps of 40 certainly isnt a definitive experience either. I'm not hopeful for the game on PC either, since sony doesnt do much marketing for their ports. I'd argue Nvidia did a better job at that and they were more interested in marketing their newly added features like rtx io and dlss3. the game only averages around 7k-8k on steam, just 2 days after release...
@@TheWitch297 Instantaneous loading is more important to me than the PS5 missing a few pixels off native 4K. There's a lot more to a game's quality than number of pixels rendered. Many of my childhood games weren't even rendered at 720p
5700 XT + R5 3600: 1080p60, FSR2 Dynamic, maxed raster, Textures on High. Great performance. Except for the stuttery dimensional traversal, even on fast SSDs. Now they need to iron out all the issues present.
@@killermoon635Compared to DLSS, it doesn't look as good, yes, but by itself, it still looks plenty good, given our reference is native rez on PC and PS5.
I have one of the later release top end gen 3 drives and it's pretty smooth transitions. You can tell it takes a bit longer then if it were gen 4/5 NVMe but more than acceptable speeds. It's nowhere near the level of hitching/pauses you see with any SATA HDD or SSD. It's still just a second or two in most cases
RTX 4070ti / Ryzen 5 3600X / Samsung 980 pro SSD 1440p native / No upscaling or frame gen All settings maxed / RT maxed 60-80fps Some frame drops when loading, but brief / Other framerate issue described below The game has generally been running pretty well so far and I'm happy with the performance. I've played about five hours and have experienced one crash. The biggest issue I've come across is sudden frame rate change. It'll be running smooth 60-80fps then suddenly drops to 25-30fps. It'll remain that way until I close and relaunch the game. After relaunching, boom, back to smooth fps. It's happened about five times during my playtime so far, usually after 30-60min or so of launching the game. I think it's some sort of bug or maybe some issue with my specific hardware combination and likely will be addressed with a patch.
I've had mixed results when it comes to performance with this PC port. Looking forward to the game a lot since I've been playing all the predecessors in my youth on playstation. Before booting it up for the first time I of course checked my trusty DF review to see what settings to go for. Couldn't spot any major issues here like many other ports these days have which was kind of a relief (sad to have to say that nowadays about PC games). Playing it for myself it looks a bit different than in this review here. For the most part, let's say 85%, it runs really good. But there are still a lot of weird stutters every now and then which drastically reduce the fun of a fast paced game like that. I can't really pinpoint where these stutters come from, they sometimes feel like shader compilation stutters but then they also sometimes don't. Hard to put my finger on it. I have a pretty decent machine running a 3080 suprimX, a threadripper 2950X, 32gigs of 3200 CL14 Ram and installed it on a 970 Evo NVME. At first I accidentally installed the game on my SATA SSD and figured I should probably move to something faster. Doing that maybe made things a little better, but not how I would like the game to run. Other than that I also stumbled upon videos which would show a weird performance bug the game has and the solution seems to be to switch between different display resolutions in game until suddenly the performance locks in and gains between 20 and 40fps. I will try that for myself today but I think I might just wait a little longer until some patches make this the experience it deserves to be. Thank you for the awesome video, Alex. Vielen Dank und Gruesse aus Deutschland!
actually yes, kinda. I investigated a couple of things but I am not really sure what exactly helped in the end but it might give you a starting point. First of all there is a know issue with nvidia gpus and direct storage with the game. The latest game and driver update should fix that. Second, I disabled all raytracing (which did not look good anyway. The reflections were super noisy and full of artifacts) and lastly - and this is probably what helped most with my setup - I changed my refreshrate and DLSS target from 75hz (my monitors max) down to 60. This completely got rid of those weird stutters which I didn't have in any other game before. My thinking was that the game engine might handle such refreshrates badly since the engine is optimized for console refreshrates like 30, 60, 120 etc. Hope that helps you a bit. Cheers! @@samjones4772
The problem I’ve had with this game was when Clank's rescue sequence over that speedle snails, from the last quarter of the chase to the end, everybody but Rivet was in slo-mo cam
Just discovered the channel and subscribed! I've been battling severe depression and anxiety as well as other medical matters and these videos have put a rare smile on my face.
hey just to let you know, i suffer from this combination, currently in a period of fighting the battle and winning, i am doing a lot of study at the moment and i am really trying to win. I cant control everything so i try to setup myself up best i can, eating well, exercising and getting plenty of sleep, and forcing myself to do something that's most important even if i hate it. Progress gets made even if i don't feel positive , then eventually i feel some sort of win and i earn some rest. Thtas the best relational experience i can give as someone with similar issues.
This is a great example what designing a game for purpose-built machine looks like. It simply doesn't scale directly proportional on PC, and it looks like a ton of work to get it even running on PC. PC looks like it's brute forcing its way to the same performance levels found on PS5.
@@gangstagummybear3432 Nah, it doesn't need DLSS at native 4K with all the bells and whistles to get a locked 60. You just need a 4090 and a very very modern CPU 😅 In my testing it sometimes dipped below 60 during CPU heavy scenarios like the opening sequence with a lot of crowds and stuff. But I have 7700X, there are better CPU than this that can get you there. But to be fair, they are using 1080p minimum to 1440p maximum dynamic resolution window on a PS5 in performance RT mode.
@@Chasm9 Very good that this game was chewed up to baby food thanks to nixxes so pc could run the game at all, for a gpu that costs over 3 times as much as a ps5 on its own, I would expect a heck of alot more than that, if sony made a system that cost even as much as a 4090, pc wouldnt be running any playstation games at all, nixxes or not.
@@gangstagummybear3432 yeah I expected a lot more FPS on my PC tbh too. There's also frame gen which I like a lot, but it seems to be insufficient while moving in the rainy areas for example, there's a lot of ghosting, too much for my taste. In other areas it's great to have it as an option.
@@Chasm9 wow, you dont get alot of pc fans like you, a level-headed pc fan, if more pc gamers were like you, I wouldnt have many problems with the pc fanbase, not just a blatant elitist fanboy.
I got excited as I saw the notification, really enjoying this wonderful game and I can finally optimize the settings better. Thank you Digital Foundry for your work, excellent and well explained as always.
You should try the time trail, on my 4090/13900KS even with a 7.1GB/s NVME the portal transitions there are so bad. Where as the other usual portal transitions are fine. I think it's because it changes so quickly in time trial, and loading multiple at once.
Time trail? On the Savali stage with the hover boots. You realize most of those instant portals are in the same stage, right? I'm not clear on what you're talking about here.
@@VariantAEC No it's where you ride the snail/crab(?) thing, not sure of the name. It's one of the bronze trophy mini games. It is quite literally called a time trial. EDIT: Just looked up the name, it's called Bugtrax. And I believe you ride a Speetle.
@@saricubra2867Its a 13900ks how in earth that would bottleneck a ps5 Game? If that the case its the game problem, dude have a top of the line hardware
26:40 limit pc: PC : SSD > Ram > GPU > descompression. (directstorage) PS5 : SSD descompression > GPU , consoles like the RX 5000 and RTX 2000 GPUs have specific memory controllers to communicate directly with the SSD over PCIE, that would be the lowest level of communication.
After testing it on my pc and ps5, is it as seamless as ps5? No. Everything takes 1-3 seconds longer. It doesn't sound like much but its enough to remind you that you're playing a video game where as the ps5 feels like you are actually going through a portal. But honesly considering everthing nixxes did a great job. Porting a ps5 game coded around a fast ssd and mid range specs to work on a variety of PCs is not an easy job. You can play it on a steam deck at a solid 30fps and the game still looks good. Thats impressive. Another 1-2 months and this could have been one of the best pc port ever made. Still definitely worth it. Great game.
I mean those portals didn’t do that bad running on my steam deck SD card. The portal loading speed can have a bit to do with the PS5s soldered interface giving it a far more direct and faster link to the files it needs to load. I know Linus has gone in depth about the reason company’s soder components that are typically replaceable for speed advantages (sometimes profit oriented but they do have some proformance gains)
Its not the soldered NAND as that is no faster than a high-end NVME drive now and it works equally well from a PCIe 3 NVME on PS5 (lower than recommended by Sony). Its the unified memory and dedicated decompression in that SSD controller.
@@alexatkin and that wouldn’t be possible without it being soldered. Are you kidding me? They have proven that the SSD speed doesn’t really matter and that it is the speed that things can be processed and moved between or directly too other components. With the main board being soldered and standardized they are able to exactly pinpoint and design and architecture that allows it to directly read, or communicate with other components. This is a literally what they’ve been talking about for years, and in their initial press conference for the SSD itself. This would not have been possible, if it wasn’t soldered to the board and connected directly to the right components giving it a much better connection to the onboard memory and CPU.
Maybe I'm just way out of date but this game is bodying my 3700x / 1080 setup, genuinely the first game I've ever been unable to run 1080p low at above 60fps (normally 90fps but when in a boss battle it's 30fps time). Almost runs better on my optimized steam deck settings.
Very interesting video! What I take the most from this video is that PS5 really good machine. I men sure PC is and will always be the best but seeing the difference from PS5 and PC like for price vs performance a PS5 is the best choice, imo. I guess a PC that can handle the high graphic settings costs like three or times more than a PS5 and the graphics difference is not three times better on PC. Sure the last percent of fidelity always costs a lot but it's not that you feel you miss something with a PS5 even when you know and have seen comparisons in graphics from PC.
What you see is a game built for the ps5 vs a lazy port on PC because why optimize PC is way faster so we can botch the port like always with Sony nothing new here
Thank you for being so sensible and realistic. So many pc elitist folks trash talk the ps5 when their machines cost maybe 10x the amount of a digital ps5 (£360 at launch). 😊
@@legros731u pc fanboys eat ps5 leftovers. Ps5 is for experiencing edge tech newest games, and u pc fanboys here hyped for leftovers we have probably played years ago with like 20 more fps.
@@legros731doom had good graphics in 1993 but does it still count as good graphic game today? How good the graphics are is also depends on what year you r playing that thing. Ratchet, a 2 years old leftovers is already living in the past and got beaten by the new spider man 2 just came out, and u poor as pc player does not get a chance to play the new spider man so all u may do is enjoys the leftover that ps5 players have lost interest on years ago😂
@@zihechen3111 doom look perfectly fine even today man Just like many SNES and genesis game look perfectly fine even today and got better gameplay than most crap these day Lol spider man 2 you can keep your crap open world game I will stick to play doom mod
A SATA based SSD is more than enough to get similar results. It's like traveling 1 meter at 100 miles per hour. Even if you double the speed and take less time, it won't make a difference in the grand scheme of things. Loading isn't simply amount transferring files.
GPU usage seems to be the problem when using the 3600 paired with the 2070 Super, when it was dropping frames so was the GPU usage. Someone who has a 2070 Super with a more modern CPU should see improvements as the GPU at 84% usage is most definitely hurting the frame rate.
Game was sadly unplayable on my end, ray tracing on or off didn’t make a difference in my framerate as I would go from 80-90fps to low 50’s out of nowhere and the constant stutter is a nightmare, running a 3080 12Gb and a Ryzen 9 5900x at 4K with DLSS enabled
Your specs look far better suited for 1440p. Even the RTX 4090 is better suited for 1440p in more demanding games and this will only continue to be the case going forward with UE5, etc.
Great video, will definitely wait a bit. Sadly my waiting for Returnal to be fixed will not yield anything, the last patch they released was in April. I doubt they have been working on fixing the game for 2 months and they rather abandoned it :(
thanks for this video alex, really appreciate the effort and time this must have taken; even mentioning todays update aswell. keep up your good work and auf wiedersehen :D
This is rated "fully compatible" with Steam Deck, by the way! It's an absolute lie - it is a complete mess, pauses every 10 seconds, every time you press a button, etc etc
I'm on 8th minute, but it seems that people who own this on PS5 already played the best version of this game with fidelity on 120hz screen:) u can't have better experience on PC unless you own very best gpus, which is very small percentage of people
I havent tried it on my pc yet but on the ps5 it looked great on a 4k oled tv that supports VRR on fidelity mode. Crazy that the ps5 performs this high for its price.
The gameplay bugs are in the PS5 version, as well. The first time I played it last year, I missed a jump and fell forever. Still a great game but it was never glitch free.
@@nemesisencounter2060 yeah same, and i did. my bro managed to fall through the world at one point lol apparently, it's possible that the game includes many, more than 1, bugs, but not everyone will encounter them or notice them :P
@@nemesisencounter2060 I encountered some bugs as well. When I fell through the portal in the beginning. The game kept dropping me into the water instead of the pirate ship. Even after constantly loading the checkpoint. It kept happening so I thought it was done on purpose, so I kept swimming around for a couple of minutes trying to find land. I had to close the whole game for it to fix itself I also had to reset the game a couple of times because Ratchet went into a portal and was just stuck falling. The next scene failing to load
I hope DF can do another analysis compared Windows PC versus Linux and Steam Deck to PS5 loading times. Linux is day one compatible with Proton API when it comes to Ratchet and Clank and I've heard good things as well with Proton-GE further fixing things which are problems in the Windows counterpart.
From what NX Gamer says he says it has to do with the I/O throughput of the PS5 vs PCs and that's why it loads the portal sequence faster than PCs, even high end ones. It's nice to also see the RT fixed more but as you said, it still requires more work so it has all the features of shadow maps while still surpassing shadow maps in visual fidelity. RT Shadows are far better than shadow maps and it sucks to see them somewhat poorly used. It would also nice to see them added to local lights as well as a setting like in Cyberpunk 2077
@@fabolousjada5070 I never said anything about what Mark Cerny said. All I know is that this wasn't possible on PS4 for a whole host of reasons I never disagreed with. Besides much of Cerny's comments were aimed at the previous generation consoles, not PCs
What about different compression algorithms? Does the PC version also use Kraken? My understanding is, that the version the PS5 uses is extremely fast with decompression. Also the PS5 has dedicated decompression hardware, no? It's not just a software solution.
I think that's kinda the point they are making that as they had to compromise with GPU and CPU decompression, its causing the longer load times as on PS5 it could load everything insanely fast decompressed straight into main memory. Plus as that main memory is also the VRAM, it doesn't need the extra stage PC has of loading to system RAM and THEN loading to VRAM.
I genuinely don't think this port got a lot of QA time, which seems to be an issue with a lot of recent PlayStation PC ports. The issues in here and also ray tracing being unstable on AMD should have easily been picked up in QA. Considering the RT issue on AMD was only caught about a week ago, it makes me think that's probably around the time QA testing started and they didn't get a chance to address that issue and the ones brought up in this video before launch. It's a shame. But at least the port has potential. Lots of features and great use of DirectStorage.
Weird thing is I had the issue with HDD with my SSD ....though after a reboot it was fine so i suspected it was because i was running programs using up memory as some of the programs i was using had memory leak issues
Very good video, given your RAM testing results, my guess is that the differential is that the PC is still doing some stuff in RAM affecting it, the PS5 only has VRAM, so it has much more bandwidth available. So the solution would probably be moving mroe stuff to GPU but in turn that increases VRAM requirement and I expect the porting team have had to make compromises as not everyone has high VRAM GPUs.
I found in my testing. My RTX 3090 was hampered by the processing power of my Ryzen 9 3900x. It seems with fewer faster cores is still better than more cores. I found the beginning area with the crowd was especially hard on my computer slowing to a awful 15-20 fps when looking a certain direction and the same was said with Savali.