I'll find out what's going on. I think I'm doing fidelity mode as well. I hate shortcuts to rendering things.Wow… this is pretty in the flesh! So much on screen at once. I’m in fidelity mode and (so far) seems smooth enough. There a very aggressive LOD/DOF though. Not sure if due to limitations or art direction. It’s like a halo of blur around the edges. Cuz I am not sure why they had those “lens” effects in the opening movie… like it was a movie where the environment impacts the (physical lens)… felt like an odd choice.
overall VERY impressed!
Totally! Dual Sense actually feels utilized, and its awesome. I am 25% through the story and loving it. Its R&C gameplay taken to the next level. ~4-5 hours in and have seen no more than 1-2 seconds of loading for anything. It makes for a very tight user experience that encourages you to keep playing.I'm about 2 hrs in. Running RT Performance. Looks amazing. Off topic, but this is the first PS5 game I've played where the controller feels like it's added a small extra layer to the actual game.
That's why I start in fidelity mode to decide if its good enough... cuz going back always "feels" rough. But I find it fluid enough so have not tried the other modes.
Bug? That's a feature, 'tard!That's why I start in fidelity mode to decide if its good enough... cuz going back always "feels" rough. But I find it fluid enough so have not tried the other modes.
Also anyone else have the bug where Rivet's right arm becomes dislocated and flops around? Had to reboot to remedy. Was funny in the cutscenes for sure.
I can tell the difference, but don't find it bothersome. Think my brain is pretty good at filling in the temporal gaps and making it all feel smooth. Even the n64 low fps games didn't faze me.
Pretty good game, I feel the weapons are somewhat uninspired however.
Ive had to reload an area probably 20 times due to enemies being stuck in the environment preventing the story moving forward. Not a big deal. The weapons open up the further you go, but still.I'm really liking this game quite a bit, so don't take these complaints too harshly. But I kinda agree with @and 3 others on the weapon list. I haven't gotten them all yet, but so far I often find myself holding down triangle and thinking, "is a single one of these actually what I want in this situation?"
Also, some of the level design on some of the worlds is really lacking. Some of it is fantastic, don't get me wrong. But sometimes I think I can jump up or down to something and it is a death. It's almost hurt by how good it looks. Even the inaccessible areas look so detailed and playable. So, being the exploring, secret-finding kinda guy I am, I am constantly falling to my death. Also just the paths you take from point A to point B can get a little bit garbled.
There are also some spots here and there that just have seemed broken. Like grapple points didn't load in until I had to make myself die on one level. In one pocket dimension where you ride the beetle, the ramps got broken in a way where the last jump could no longer get me to the ending and previous smaller jumps were shooting me way up into the air and hitting invisible boundaries.
This is the most interesting thing to me. I don’t think it can’t be overcame, but graphics so good, it starts to become a problem for the level designers, because everything looks like a place you can go.It's almost hurt by how good it looks. Even the inaccessible areas look so detailed and playable.
Yep, and their solution to stopping you in this game is always an invisible barrier.This is the most interesting thing to me. I don’t think it can’t be overcame, but graphics so good, it starts to become a problem for the level designers, because everything looks like a place you can go.
Kind of like the 2D games that overdetail their backgrounds and you can’t tell what’s a gameplay element or not.