I've never seen an alien, so aliens don't exist.
The level geometry did change quite a bit not just the lighting, and a lot of the mechanics of Soul Reaver required moving between both worlds to solve puzzles to progressChanging the lighting of a level = completely replacing assets and changing significant amounts of level geometry, apparently.
The pocket dimensions are pretty standard portal stuff, probably not too different from what Prey did on the 360. Those big shifts are the bigger question
Thats not the point. They specifically said that the rifts were only possible to do on the PS5 because of the SSD and that is not true. It was buzzwordy schpiel to market the console.
No one is questioning whether or not the PS5 is capable of better graphics, but the example they used to showcase what's possible with an SSD was misleading.
SSDs are awesome and incredibly fast, you can load stuff dozens of times faster compared to a platter disk but the way Sony marketed it made it seem like it would revolutionise games and change what type of games you can play, akin to Microsoft's "Cloud Computing". Now, unlike "Cloud Computing" you can actually get measurable results from an SSD, they do make an impact, but they don't enable anything that wasn't possible before, they just allow developers to load and unload data much faster which, in turn, can help deliver higher graphical fidelity because they can offload assets sooner than they would otherwise.
There are plenty of benefits to having SSDs, but it's not the revolutionary thing that will reinvent games that Sony tried to make it out to be.
All my machines have SSDs, they're awesome! Trust me, I know, but they didn't revolutionise computing and they won't revolutionise consoles, they will just bring the same types of improvements that we saw on PCs and that is the point.
Right. "Ultra fast SSD" has become soemthing of an annyoing buzzword.
SSD's are great. However, game revolutions nowadays will happen because of new design. Not because the SSD loads fast.
I don't get why so many buy into "only possbile on X" PR speak.
So you're just taking this idiots opinion as gospel? Why wasn't the rift mechanic used in previous generations if it was so easily attainable?
This video is one of those "technically correct" situations. and pushing it like this is disingenuous imo.
this is possible on older hardware but you would have to give up way more ram to allow for loading in both sets of assets. this would lead to way less asset variety making both your scenes less dense or both scenes would have to share more assets. The time between scene changes would probably also have to be longer to account for the slower loading times. again this can be mitigated with less assets or lower quality assets. but the fact remains that doing what R&C is doing at the fidelity and pacing it is doing it at is not possible on older hardware.
The SSD allows insomniac to dedicate less (if any) of the ram to keeping both levels in memory while the 2nd level gets loaded, it makes things so much easier and places less restrictions on the design and art team when making those kind of transitions.
As ghostcrew post above says, the article is trying to make a clickbaitey story to be inflammatory.
If you watch the video the guy talks about how they specifically stated on more than one occasion that the rift tech wasn't possible withou the SSD
He then goes to to show that is would be and how exactly they have achieved the sequences in the game and how limited in scope they are specifically to achieve the set piece they want to show. He even goes on to show the same effect happening in a PS3 game.
He's not commenting on graphics, he's not saying that it would like like it does now on PS3, simply that in Sony's marketing for the PS5 and placing so much emphasis on the SSD could delivery gameplay experiences never before possible, they have told some porkies.
Going from "the crazy fast SSD allows never-before-seen gameplay innovations" to "the crazy fast SSD allows stuff that was already possible, but with better graphics" sounds like a slight goal post move to me. Pre-release people were 100% talking about the portal mechanic itself being impossible on slower storage.
So it's a marketing lie because this thing that they do for the first time on new hardware was theoretically possible before but never demonstrated in a game that anyone can point to on earlier hardware?
Yes. Marketing lies.
Watch the video or look at the various examples of the same technique being used both in the ps3 and PS4 era that people have talked about here.
You are disputing something else entirely, watch the video. He explains himself much better than that article does.Yeah but Ratchet does the Titanfall 2 / Dishonored 2 thing while also just straight up loading entirely new environments just as fast.
I'm not seeing any examples of the latter on previous generations without a loading screen or walking through a tight space and to my recollection the marketing around the game's loading was almost entirely focused on that element of the game rather than hitting the crystals and the same level changing into a different version. If you want to say there was less Rift full level loads in the game than the marketing lead you to believe I'd agree since that was such a focus.
But in this case, we have a lot of evidence.
Exactly.Honing in on if it's possible on older hardware misses the point somewhat.
The bigger thing is 'Would you design a game based around rifts without the SSD speeds?'. The answer is no.
You could hone in on a set-piece and say it could be achieved on older hardware, but that means very little practically.
Do we really have people in here that think, that the Rift transitioning Stuff is possible with an HDD? At that Fidelty? Come on guys.
Yes! And star citizen could probably run on a PS3!
it just would not be the same project the devs envisioned to make with every downgrade imaginable used and scaling back that just gimp the vision.
I still play mine fairly regularly and played thru R&C Into the Nexus a month ago. I can't imagine how much they would have had to cut back to add rifts, and the load times are already pretty long.I played PS3 enough to know it's not true lol
If we are changing the graphics it could technically be made for anything, like those PS1 demakes.
Exactly.not really. The actual Atheon fight is a relatively small arena; 'Mars' and 'Venus' are already in memory.
But in this case, we have a lot of evidence.
This guy is saying it could be done provided you built in the time and left space to pre-load all the new assets while still playing in the current level's assets. That's a completely different implementation to how Insomniac is doing it. In Ratchet their asset quality in a current level is making pretty much full use of the hardware, so they can't then preload a second level at the same time. Instead, they're unloading the current level and then loading the next level at record speed thanks to the SSD. That method absolutely can't be done on previous generations.
So for him to say "it could have been done by preloading the next level while still playing in the current level on older hardware" - no shit, Sherlock. LOTS of developers already did that. Hell, Jak and Daxter blew people's minds by doing it on the PS2. No loading screens during gameplay! It was incredible. But that's not what Insomniac is doing here. They're not holding back asset quality by being able to load multiple levels into memory simultaneously. They're using the SSD speed to maximise quality while still having almost instantaneous level swaps. The closest thing we've seen to this approach until now is in the notorious loading corridors, where a character squeezes slowly through a tight space so the game has time to unload what came before and load up what comes afterwards. If Insomniac's method was possible previously, these slow-ass corridors wouldn't have been so common.
You should check out Soul Reaver on ps1, you would be surprised at what a ps1 could do back then.Yes, you can switch between two, empty square rooms in memory on PS1.
The tech wizardry here was always the size of the swap, the instant streaming, and the large amount of data (level fidelity and size).
It also at the forefront of streaming the gameworld to avoid loading times.Soul Reaver was swapping between two worlds back on the PS1, but of course, Ratchet & Clank doing the area swapping with such high level graphics is what makes it impressive.
Are you high..? Your goalposts for this argument are jumping around all over the place.Insomniac clearly made the game to work on PS5, using PS5 features. But that doesn't necessarily mean that this game couldn't be made on another platform if that's what it wanted. Many games were made thinking that the console has a HDD, but they could have been made unintentionally. Just like this game doesn't work on Xbox either, because it wasn't intended for this console.
A Soulsborne was never made on the PS2. That's not to say it was impossible.
This whole thing reminds of this video i would see people from the xbox cant run rift apart camp bring up. I timestamped where he says its not possible unless u bought an ultra fast 3rd party ssd that can brute force it lol
You should check out Soul Reaver on ps1, you would be surprised at what a ps1 could do back then.
It also at the forefront of streaming the gameworld to avoid loading times.
On a goddamn ps1 where you average game had load times for most of anything.
It's also important to note that Soul Reaver did that while not degrading the game noticeably, it even a looker in its weakest configuration (I'm not even talking about the DC port here).
There is no questions, if the answer has to be 1000% exact. I love the SSD and don't get me wrong here... But on a PC with a truckload of RAM (64GB perhaps?) or more RAM this would be technically possible.The pocket dimensions are pretty standard portal stuff, probably not too different from what Prey did on the 360. Those big shifts are the bigger question
Actually there were attempts. Just smaller in scale, due to the available RAM. But technically speaking he is right, lwao and Tiago Rodrigues. If you hold both levels in RAM you can easily switch. Let's say PS5 would've had 128GB of RAM... Ratchet would have easily work. It would have even faster transition than the real PS5 version, because RAM compared to the SSD had significantly more bandwidth and lower latency.Ask yourself why these kinds of tricks were never attempted or pulled off on older hardware.
It works the same on every device. You keep both levels or more in RAM. Which obviously leads to a massive disadvantage on available RAM and what you can do compared to other games on the same console that don't cut the RAM in half, 1/4 just to do these rifts on a console without a NVMe SSD.Imma let you finish but the PS3 has 512MB of RAM, 256 of which are accessible to the RSX, vs 16GB for the PS5. That's 32x more. How would that work exactly?
I know where you are coming from and tend to agree, even if he is technically correct. But the question is and that's something only you'd know... How much RAM would a PS5 need to have to keep everything in RAM? 64-128GB? And that's not possible. I like that those console manufacturer put the SSD in there and made the usage of RAM pool more efficient instead of trying to go for significantly higher numbers. Besides, do I even want to know how long a HDD or SATA SSD would need to fill 64-128GB of RAM?Wait isn't this a re-upload? Did he cut something out or change something?
I mean Blizar Prime alone should end this debate. It's an insane amount of data switched in the fly by the player.
my dream is to someday transition from successful person to Youtuber
im holding on to hope til then
Funny enough, the CELL processor would have no issue handling R&C Rift Apart, it's the rest of the PS3's limited IO that would crumble.
This is the gif - an argument can be made for the other portal jumps in game, but this instant (and others throughout this world) is the technical aspect of the game design in Rift Apart that couldn't be replicated on older hardware.
A Crack in the Slab (Dishonoured 2) and Effect and Cause (Titanfall 2) both make far more impressive, and crucially gameplay affecting, instant level transitions than anything in Rift Apart.
Effect and Cause similarly has two versions of the level that you can swap between at any time and with actual systemic effects on gameplay.
Both of those careers would be highly lauded for a dog so it is really two wins.my dream is to someday transition from successful person to Youtuber
That video aged like milk, considering Ratchet runs fine on a slower SSD according to one of the insomniac devs on twitter and verge testings.This whole thing reminds of this video i would see people from the xbox cant run rift apart camp bring up. I timestamped where he says its not possible unless u bought an ultra fast 3rd party ssd that can brute force it lol
It's ALL smoke and mirrors.Game development is wizardry and magic in a way. So much of it is smoke and mirrors to trick us into thinking a virtual world is normal and acting in a way out brains would expect.
R&C was very likely heavily influenced by what those guys pulled off back in the day.