We’ve mentioned before that Ratchet and Clank: Rift Apart is a crucial port for the PC platform, primarily because the game is built from the ground up around the concept of exploiting a games machine with access to a state of the art storage solution, the low-level APIs to get the most out of it, along with dedicated silicon to decompress assets on the fly without needing to bother the CPU. Now the game is here and while developer Nixxes has done the heavy lifting and basically solved the storage challenge, a number of issues remain that we hope to see cleaned up via patches in the coming days and weeks.
We received code for this relatively late, so our deep dive review coverage is still work-in-progress, but we have put together a detailed ‘let’s play’ video that shows three members of the Digital Foundry team playing the game on three very different pieces of hardware. I played on a max spec PC, featuring a Core i9 12900K paired with an RTX 4090 and 32GB of fast DDR5, while Rich Leadbetter enjoyed the min spec experience: a Ryzen 3 3100 working in concert with 8GB of DDR4, while an RX 570 4GB is essentially the min spec RX 470 4GB with a circa 100MHz overclock. Meanwhile, John Linneman defined the baseline experience, running on PlayStation 5 in performance RT mode – our preferred way to play.
I’m not going to spoil too much of the video, but one of the prime takeaways is that some stutter issues apart (which may be down to the Radeon driver, but looks more like a CPU bottleneck), the minimum spec system works fairly well. Despite running at 720p on ‘very low’ settings, the game is still recognisably Ratchet and Clank: Rift Apart, just with a significant detail haircut and very, very low resolution textures. Performance varies between 30fps and 60fps, but again, it does seem like running the RX 570 at 720p causes CPU bottlenecks. The issue we found with this card is that the 4GB of framebuffer memory proved unstable in the build we first had – and crashes were possible simply by moving from the very low to low preset.
Source – eurogamer.net
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