[Digital Foundry] Ratchet and Clank: Rift Apart - PC Max vs PS5 vs PC Very Low

SuperDuper

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They also don't seem to have tested the fast world switching within the game, only during scripted segments.

Because you can get consistend streams between platforms. We'll soon enough see videos of people world switching in battles.

The decompression chip is albeit, an important factor. SSD is not specially, it just an MLC SSD from Micron.

First, Insomniac said at the time that the game was not using the full bandwidth, requiring around 3GB/s only.

Second, at the time of release, PS5s SSD was the fastest in the market, at least at consumer prices

Third, its not the SSD being special, it's about the whole IO complex.

These 2 posts point to the same magic. It's not the actual chips (even though being soldered on the PCIeGen4 lane helps a lot) but what they can do with it. on PS5 they have 12 channels and a way to finely control data in transit (the 12 channels are not there for the NVME added SSD, but you need something that pulls 7GB/s to match the 12 channels magic) as well as being able to decompress directy in memory without using CPU or GPU cycles.

So that's the magic: 12 channels and custom hardware decompression.

On another note, regarding these screenshots:


This is what is astounding: a 4090 at max settings in 4K looks like total shit in comparison with a PS5 in Performance RT mode. Honestly, this is BAD!
 

anonpuffs

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Because you can get consistend streams between platforms. We'll soon enough see videos of people world switching in battles.





These 2 posts point to the same magic. It's not the actual chips (even though being soldered on the PCIeGen4 lane helps a lot) but what they can do with it. on PS5 they have 12 channels and a way to finely control data in transit (the 12 channels are not there for the NVME added SSD, but you need something that pulls 7GB/s to match the 12 channels magic) as well as being able to decompress directy in memory without using CPU or GPU cycles.

So that's the magic: 12 channels and custom hardware decompression.

On another note, regarding these screenshots:


This is what is astounding: a 4090 at max settings in 4K looks like total shit in comparison with a PS5 in Performance RT mode. Honestly, this is BAD!

tbf the screenshots show bugged textures, other people have screenshotted the game and have high quality textures similar to the ps5.
 
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SuperDuper

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tbf the screenshots show bugged textures, other people have screenshotted the game and have high quality textures similar to the ps5.

Dunno, honestly. Today it is what it is: whatever is not center does not have a good texture applied on.

In other news, Insomniac is being absolutely BRUTAL
 

On Demand

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I forgot about the I/O. Lol

It’s a very custom complex design that’s made for data throughput. The 5.5GB/22GB is just one major part of it

IMG_1267.jpg
 

anonpuffs

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It’s a very custom complex design that’s made for data throughput. The 5.5GB/22GB is just one major part of it

IMG_1267.jpg
Yup. I think one thing that DirectStorage will never compete on is latency. So DF can act bemused all they want, the PS5 will be able to do things that will always cause PCs to stutter as long as they don't start implementing similar architectural streamlining or move to compute-in-memory.
 

ethomaz

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The game runs stuttery as expected on a HDD, guess they skipped ps4 for two reasons, optimizing and they didn't want to demand you install an ssd on your old gen console.
It runs stuttery on SSD 7GB/s too.
Plus graphical quality and performance are inconsistent.
 

ethomaz

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tbf the screenshots show bugged textures, other people have screenshotted the game and have high quality textures similar to the ps5.
You can always wait the texture load to take a screenshot ;)
The issue is that you won't see that playing/moving on PC like you do on PS5.
 

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Yup. I think one thing that DirectStorage will never compete on is latency. So DF can act bemused all they want, the PS5 will be able to do things that will always cause PCs to stutter as long as they don't start implementing similar architectural streamlining or move to compute-in-memory.

And I believe PS5 still has the highest priority levels at 6 for loading data quickly. Most SSD systems have 2 or 4.

Anyway, people can see the full SSD technology breakdown in written form here

 

ethomaz

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And I believe PS5 still has the highest priority levels at 6 for loading data quickly. Most SSD systems have 2 or 4.

Anyway, people can see the full SSD technology breakdown in written form here

PC latency to decopress data is to high to be fair.
Even if it do it on GPU it still needds to pass thought CPU and SystemRAM.

PC CPU Decompress: Data > CPU Move > SystemRAM > Decompress by CPU > CPU Move > VRAM > GPU Use/Output
PC GPU Decompress: Data > CPU Move > SystemRAM > CPU Move > VRAM > Decompress by GPU > GPU Use/Output

PS5 Decompress: Data > I/O Complex Decompress > Unified RAM > GPU Use/Output.

PS5 decompress before the data reaches the UnifiedRAM... it enters the UnifiedRAM already decompressed.
The only way to PC works that way is if Motherboard manufacturers choose to add a decompress unit between the bus and the SystemRAM (or a new bus directly to VRAM) even so the fact that on PC the I/O bus needs to pass through CPU is a burden.
 

Frozone

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PC latency to decopress data is to high to be fair.
Even if it do it on GPU it still needds to pass thought CPU and SystemRAM.

PC CPU Decompress: Data > CPU Move > SystemRAM > Decompress by CPU > CPU Move > VRAM > GPU Use/Output
PC GPU Decompress: Data > CPU Move > SystemRAM > CPU Move > VRAM > Decompress by GPU > GPU Use/Output

PS5 Decompress: Data > I/O Complex Decompress > Unified RAM > GPU Use/Output.

PS5 decompress before the data reaches the UnifiedRAM... it enters the UnifiedRAM already decompressed.
The only way to PC works that way is if Motherboard manufacturers choose to add a decompress unit between the bus and the SystemRAM (or a new bus directly to VRAM) even so the fact that on PC the I/O bus needs to pass through CPU is a burden.
Are you speaking of without Direct Storage? Because I thought that it moves from SSD to VRAM from CPU instructions and then the decompress happens there?
 

Frozone

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After watching that video on DF, it doesn't look good for PC players. It looks really clean but those bugs have got to be addressed. Blocky objects in reflections, still not as fast as PS5 SSD (although not detectable) with the world warps, and the shadow bugs. I'm sure Nixxes will fix the bugs and it will be the better version overall, but I think PS5 version was definitely the defacto standard benchmark here.

And yes, I will say that they didn't lie about the SSD/IO now. Even though the PC has a faster component, the entire IO pipeline (Direct Storage, PCIe4.0, etc.) just isn't as good as the PS5.
 

historia

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Are you speaking of without Direct Storage? Because I thought that it moves from SSD to VRAM from CPU instructions and then the decompress happens there?
What type compression does Direct Storage have? Zlib? That thing is just way slower because it doesn't rely on an dedicated compression chip like Oddle on PS5.
 

Frozone

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What type compression does Direct Storage have? Zlib? That thing is just way slower because it doesn't rely on an dedicated compression chip like Oddle on PS5.
I believe the Direct Storage is just an API that tells the CPU to stream data directly from the SSD to the VRAM so that the GPU can decompress. I also found out that Oodle is software and can be used with any platform. That's what the guys over at GAF was saying anyway.