Digital Foundry: Análisis técnico de Gravity Rush 2

B

Parece que el primer exclusivo de PS4 de este 2017, desarrollado por SCE Japan Studio y dirigido por Keiichiro Toyama, ha gustado en el apartado técnico a los muchachos de Digital Foundry, recordando en varios aspectos al gran trabajo que realizó Insomniac Games con el reboot de Ratchet & Clank.

Quotes del artículo:

In the end, it's great to see a new game out of Sony's Japanese studio with such impressive visuals and technical performance. It's a unique, beautiful game that feels quite unlike anything else out there. If you're looking for something a little different, be sure to give it a try.

Algunos de los puntos más destacados:

  • The game operates at a native 1920x1080 paired with an efficient form of post-process anti-aliasing that helps avoid temporal shimmering and jagged edges. Image quality is a strong point here, which is impressive considering the bright colors and huge draw distance on display.
  • PlayStation 4 Pro: [...] The results are intriguing though, with pixel counting suggesting a native 2160p - but there is more to this tale: Like Bound before it, Gravity Rush 2 appears to make use of the geometry upscale rendering technique. This effectively enables the game to display a 'pseudo-4K' image in which all geometric edges appear to operate at a native 4K while pixel shader operations continue to operate at the standard 1080p.
  • Gravity Rush 2 offers full support for downsampling when using PS4 Pro with a 1080p display.
  • What sets Gravity Rush 2 apart from so many other games on the market today is the way in which players can navigate the world. At any point, you can fly off in any direction taking people and objects along for the ride. This level of freedom demands large environments and robust physics interactions to work at its best and it's here where Gravity Rush 2 impresses most with massive floating cities to zip through and plenty of destructibles around every corner.
  • The effect is enhanced by the inclusion of robust post-processing that includes high quality per-object motion blur. The motion blur also helps the game appear smoother despite the frame-rate cap of 30fps. When these two techniques come together, the results are impressive - possibly the best 30fps implementation we can expect.
  • If you watch the scenery while flying it becomes clear that a moderately aggressive level of detail system is used here. Objects and crowds are drawn in as you approach but the main structures remain fully detailed even at a great distance.
  • Thankfully, the game manages to reach and maintain a stable level of performance. Whether you're playing on a base PS4 or a Pro, you can expect that the overwhelming majority of your time with the game will be spent at a locked 30 frames per second.

Iniciso sobre por qué el juego no alcanza los 60fps en Pro:

A number of PS4 Pro owners have continued to lament the fact that Pro versions of games are not offering a 60 frames per second mode, but it seems unlikely that it would have been possible here. The bottleneck would become the CPU and the end result would likely be an unstable frame-rate. In cases where the original PS4 quality visuals remain intact while the cap is removed, we have yet to see a Pro version of a game reach a stable 60fps. Rise of the Tomb Raider spends a lot of time below 60fps as doe less complex titles like Knack and Steep. It is likely that aspects of the game itself, such as the physics simulation, would have to change to support 60fps even on the Pro.

Rendimiento y comparación gráfica entre PS4 y PS4 Pro

Gameplay en PS4 Pro a 4K

1
SeYc

Pero si este juego tienía la calidad de la pasada generación... >_>

alejo

Ay si cobrasen por opinar!

Nahuel007uru

P....pero, el juego es divertido, verdad?

1 comentario moderado
Legionait

hoy he platinizado el primero habiendome gustado mucho, cuando este baje de precio caera

Usuarios habituales