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Ratchet & Clank: Rift Apart | PS5 vs PC | Graphics Comparison | Analista De Bits

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- Ratchet & Clank: Rift Apart is now available for PC at Instant-Gaming for 30% off. Buy it through the affiliate link to help the channel: - This comparison focuses on the PC version. If you are interested in a mode comparison on PS5, check out this video: - The PC version offers several resolution scaling options. The most recommended ones are DLSS (if you have an Nvidia 20XX or higher graphics card) or FSR otherwise. - As a visual novelty, the PC version incorporates Ray-Tracing in shadows, ambient occlusion and reflections (in PS5 we only have reflections by Ray-Tracing). - The shadows generated by ray-tracing mainly favor vegetation, although it also adds extra shadows or causes noticeable changes in the lighting of some specific areas such as Sargasso. - Ambient occlusion by ray-tracing is more anecdotal. - Ray-tracing reflections are applied to a multitude of surfaces and materials (except water). However, PS5 still shows better reflections in fidelity mode (same as Miles Morales). - Ray-Tracing cannot be enabled on AMD graphics cards at the moment. - SSR reflections projected on water are not displayed correctly on PC. - The PC version shows slight improvements in draw distance and shadows when set to Ultra compared to PS5. - For loading times, the PC version takes advantage of RTX IO to speed up the process. With an NVME we will get results very similar to PS5, while HDDs will break a bit the harmony of some transitions. - 2D sprites (the wings of some insects) are not displayed correctly on PC. - It is possible to modify the FOV on PC, getting a larger field of view compared to PS5. - PC water has simplified its interaction when we walk on it or swim. - Overall, it is a good optimization work although the full Ray-Tracing has a very high cost. With some graphical bugs still to be fixed, it is a better optimized version than the last Playstation release on PC (The Last of Us). Music by Zeravi:

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