00:08Graviti Rush is a title that got a lot of love on the Vita, it was one of its best
00:12titles.
00:13Obviously Sony agreed and they have decided to make a sequel, this time though on the PS4 and the Pro,
00:19even though it was announced quite a few years ago now, 2013, and it has gone gold way back in
00:23November,
00:24but it wasn't released around this time because it wouldn't compete with AAA titles,
00:28which although it does make some sense, it's not really been a RAM-packed exclusive season over the period of
00:34PS4 and probably even Xbox One,
00:36so this could have released in December, I think, and still got some sales in for that pre-Christmas treat.
00:40But if you are waiting, then there is a demo available on the store which you can download right now
00:45and see how it plays.
00:46The title's origins come from the Vita and its 2012 release, which had a re-release on the PS4 beginning
00:52of this year.
00:53Sadly, since the Vita's untimely death, this is a PS4 and Pro release only.
00:57Due to this hike in memory and hardware allocation, it means the city is far denser and more diverse than
01:03what we saw on the Vita machine,
01:05but it's still the same game at heart, using the cell-shaded technique which used in the original game,
01:09which probably wasn't invented by Jet Set Radio, but it was certainly popularised by the Sega Classic,
01:14even having a similar feel to the city itself, with a diversity in its characters and makeup,
01:19and certainly the cast in the game itself, both in Rakat and Raven Return, along with the other characters from
01:23the first game.
01:24Here, rather than collecting spray cans across the cityscape, instead you use diamonds and pieces of meat
01:30that can be stolen by nearby pigeons.
01:32Just hate when that happens.
01:33And the game itself shares very much from the original title, with you using your gravity-defying powers
01:38to float, fly and basically fight everyone in your existence and increase your powers and skills as you go.
01:44Weird morphing characters appear throughout the demo,
01:46and the game itself is very tightly packed to just really give you the feel and functionality of the controls,
01:52so there's not that much to see here, but you do get a feel of how the game plays out.
01:55There are two options in the demo, though, with beginners and advanced,
01:58with the advanced course being a much larger and longer demo, with more to see,
02:02so do play it twice and try them both out.
02:04Just like the Vita original, this is a 30Hz title, and on the PS4 it is targeting 1080p.
02:10It may use a dynamic solution, but I'm not counting anything lower than a full native 1920x1080
02:16for multiple counts in this demo.
02:18And on the Pro, we are also looking at a 1080p title.
02:21There is no super sampling here at all on a 1080p display.
02:25Plugging it into a 4K display, mind, gets you exactly the same resolution.
02:29Yes, there is no increase here on the Pro mode in this demo.
02:32Now, the game is stated to have Pro support, and it does have some which I'll touch on in a
02:37moment,
02:37but I would say this is a bare-bones Pro mode, which is basically compiling a Pro binary
02:42and then using it to run the best that they can on the hardware
02:44before they optimize it to some of the benefits that the hardware will give them.
02:48This means you get slightly better performance, but pop-in, LOD, distance, texture filtering,
02:52and resolution are all identical, including shadow map filtering, than the standard PS4.
02:58Which brings us nicely onto the performance of the title.
03:01Now running it in 1080p mode on both machines here for the test,
03:03The game itself still runs 30fps, which I'm sure many people may be tricked
03:08to think it's actually 60fps, because it is incredibly smooth and fluid.
03:12A lot of this is down to the superb motion blur per pixel and velocity based here
03:16that actually samples very highly and cleanly to clean up and smooth out each frame and image,
03:21which delivers a very smooth and crisp controls throughout play.
03:24This is helped further by a double-buffer solution running on the actual render output,
03:28so you're going to get dips, though, below the 30fps at certain points.
03:31Some of these come from context loading and obviously streaming issues from the CPU
03:35as it loads in at certain points, and these dip on both the Pro and the PS4.
03:39I'm inclined to believe that most of the performance issues in the games and hiccups
03:43come from the fact that it is CPU-bound rather than GPU-bound.
03:46That's not to say it's not stressing it heavily,
03:48and the game does use an abundant use of physics and destruction in the game,
03:53which is very impressive.
03:54You can create some real epic moments, which you'll see later in the demo
03:57when I stress test both versions.
03:58But predominantly when you're doing like-for-like comparisons like you see on screen,
04:03the performance metrics is pretty much identical.
04:06You wouldn't really call much between the two.
04:08But when you stress the engine and try it harder,
04:11I think what we're really seeing is that 30% CPU overclock,
04:15just clawing back a little bit of performance that the PS4 is lagging behind,
04:19which can see ultimate dips down to 19.
04:22But that was a one-off on the PS4,
04:25with the Pro coming in around 25 FPS at its lowest point.
04:29But again, these are really rare.
04:30The game fundamentally holds onto a 30 FPS locked target quite consistently.
04:35But when you get into the heavy action,
04:36which includes all of the aforementioned particle effects,
04:39destruction and physics,
04:40with very dense AI characters,
04:42there's a lot of people roaming around this city,
04:45which all react in very batched and grouped together scripted actions.
04:48it still pads a lot of use on both the CPU and the GPU alike,
04:52and this can cause a few dips.
04:54But over and above that,
04:55it actually holds a very solid 30,
04:57certainly through travel and traversing over the cityscape
04:59and long draw distance, there's no issues at all.
05:02It is, like I say, very smooth and clean game
05:04due to the temporal anti-aliasing used and the aforementioned motion blur,
05:08and it does look very clean in action,
05:10but slightly softer than what you would expect from a standard 1080p display.
05:14It's a very pretty and chaotic game,
05:16and I'm looking forward to the final pro benefits
05:19that I'm sure will ship for the day one patch
05:21once the game releases in January.
05:23Now, I will have more footage and coverage of far more pro games
05:27and other titles coming up very soon,
05:29including more top tens on what the pro offers
05:31and stuff and games I'm looking forward to in 2017,
05:35along with more coverage of VR titles, PC titles, and much more.
05:39Now, this is the time where I actually have some time off of work,
05:42but I do have to spend time doing my own thing as well,
05:44so I'll try and get as many videos as I can up and stashed
05:48so that I've got some for future releases
05:50and I can get a more consistent flow of titles.
05:52I do have a lot of promises and things in the work for 2017,
05:57so please stay tuned to my channel and my website
05:59for more information and action on that.
06:01And if you do like this or anything else that I put together,
06:04then please feel free to support me
06:06by subscribing and sharing and liking if you did.
06:09Leave all your thoughts and feedback below.
06:11You can catch a few more minutes of footage of the framerate analysis
06:14here on both the pro and PS4,
06:16and I'll see you very soon on the next one.
06:43Okay, I'll see you next time.
06:45Let's go.
06:46Let's go.
07:01Grazie a tutti.
07:37Grazie a tutti.
08:04Grazie a tutti.
08:16Grazie a tutti.
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