Games Analysis |OT| Time To Argue About Pixels And Frames!

The game looks beautiful but not as good as I expected from the trailers

Either those were in engine or CGI.

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this game for me is like 15$ on the epic store, thats like so worth for what it is honestly

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Yeah, the cut-scenes look better for sure but still the gameplay looks great IMO especially if you consider that it’s not a AAA production.

@TavishHill

Metro looks really nice in those screenshots! good stuff from 4A! we are only in the beginning of the generation and we have seen some impressive stuff already from these machines, it can only get better from here.

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I am glad I was not the only one who thought that. When he showed the Series S, I thought the game looked really good all but soft, but even that was not as bad as the numbers stated. The thing that was more noticeable was the draw distance.

Exactly. Fortunately Xbox has a console for you if you want the best graphics, so the ‘debate’ around the Series S is largely redundant in my opinion because it is for people who do not pay attention to metrics but just want to play games.

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This seems to show the Pocket / Alternate dimensions on Ratchet&Klank are just isolated sections of the map already loaded in memory. :rofl:

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Possible PS4 version to be released in the future?

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Sorry, I don’t really understand what this means, since I don’t have context for the game. Is it because the camera pans up from another area? Is it not supposed to do that?

No it just means that the dimension where ratchet and clank may go through in certain rifts seem to be preloaded in the area they are in already.

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It’s how us developers would implement the fast world switched on old systems without ultra low latency NVME IO systems. You would have areas A and B already loaded into memory and simply teleport the player from Spot A to Spot B.

The narrative being told is this game is only possible because of the fast NVME IO and nothing is loaded into memory ahead of time. The failure of the person to make a jump reveals that in at least this situation the old trick was used. It’s like getting a peak behind the curtain and seeing the man making The Wizard of Oz appear.

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SSDs on consoles is highly optimised to to make up for the lack of VRAM/RAM

Have enough RAM in the system? Why would you load from Storage?

It’s not to say that SSD is not working. But it’s not game changer, just a smart way to make the consoles at budget. That’s what consoles are.

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I wouldn’t say complain, but they did say the memory amount proved to be an issue for Metro Exodus and raytracing, but that in future games where they can potentially reduce the memory footprint by relying on the ssd that this wouldn’t be too much of a problem.

IIRC they also mentioned that initially they worried the gpu could be too weak to handle the workload, but they could reach their target even there.

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Thanks for the explanation! So basically, the expectation is that the SSD is taking the character to an entirely different area and loading it extremely fast but in this instance at least, the different area is already loaded and just hidden?

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Yep sorta like what Titanfall 2 did

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Yeah, basically they are using the same trick as others already used, but the larger ram and ssd allowed them to have more unique assets (Titanfall 2 for example reuses the assets a lot but changes some decals and colors to make they seem more different), instead of actually loading a new world on demand back and forth.

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It’s literally what Dishonored 2 and Titanfall 2 did in 2016. Exactly the same. Still don’t see how this game could not get a PS4 port.

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It was 2017 but yeah it’s really impressive what Respawn and Arkane Lyon managed to achieve on Xbox One with both of those levels on a slow ass HDD, really smart stuff and also amazing levels.

Also it blows my mind how in A Crack in the Slab you could actually see the other level through the crystal on the time machine device…Dishonored 2 deserved so much better.

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It’s all about effort… Maybe they don’t want to and are using it as a next gen only thingy. Insomniac not only produced miles but RC as well right after spider man in 2018

They may just have decided to do it for PS5 only.

This and also if they backtrack even for this one, the optics would be very bad, it’s already very likely that Demon Soul’s will get a PS4 port sooner or later (it’s a PS3 game with cooler graphics, it’s obviously possible on PS4), which would leave only Returnal as a PS5 game (I won’t ever consider Destruction AllStar as a title worthy of conversations, like Bleeding Edge) and then the house of cards would crumble.

It’s so pathetic to see DF pandering to the PS public. I’m amazed that DF have all these top-end PC’s, but not a VRR setup for their XBox’s when doing console comparisons

Metro on the Series X features better screen res, full Atmos support and in VRR is a completely smooth experience.

What are you talking about? They always reference VRR. They are simply drawing attention to frame pacing issues and stutter because a) VRR won’t always solve that, since in Metro’s case some of the framepacing sits outside the bounds VRR can fix and b) its likely something the devs can look at to work out the issue and fix it. The fact people think they are console warring is so depressing. They had to clarify their position on the HDR gamma issues - because idiots were using it to console war.

The fact is that the game has more frame pacing issues and dips on Xbox but these don’t appear to be hardware limited and more down to some engine bug. Pointing this out is a good thing as it may improve the game experience for us.

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