storiesrefa.blogg.se

Ride 4 ps5
Ride 4 ps5









  1. #Ride 4 ps5 pro#
  2. #Ride 4 ps5 Ps4#
  3. #Ride 4 ps5 series#
  4. #Ride 4 ps5 tv#

#Ride 4 ps5 tv#

As someone that usually rolls their eyes at the gimmicky use of controller speakers, it had me muting the TV and holding the controller up to my ear to try and pick the sounds out. There’s a similarly downplayed approach to the game’s use of the DualSense speaker, where even at the highest volume, it’s only used for adding gentle tone to accentuate the sounds coming out of your TV speaker, a neutral tone when if run onto the grass, and a little “vuuuup!” as you reach the top of the rev limiter. In the long run, the more subtle approach will be the better way to go for racing games using the DualSense controller (and maybe its battery life), and even in this fairly subdued form, there’s still a little spark of added excitement that enhances the experience and can help differentiate how the bikes feel just that little bit more. This is safe and predictable, but also a bit bland. Understeer, understeer, and more understeer. Even with the assists all the way off, the rear will never slide progressively on corner exit either. You never feel like you can attack an apex. Turning to our original Ride 4 review, Tom wrote:Įven with the race-spec superbikes, corner turn-in just isn’t sharp enough. Some of that could be a consequence of the game’s overall handling model. The pulsing effect as you go through a long corner is quite monotone here, even as you vary the trigger pressure and throttle, and as you come out and think you can really floor it, you realise just how close you were to the limits of the trigger’s travel you already were. These are nowhere near the strongest effects that the adaptive triggers can throw out at you, and I really appreciate the subtlety – a long session of play can still give you the finger equivalent of arm pump – but I do wonder if there’s some further nuance and different trigger effects that can still be found here to really sell what the game is trying to tell you. There’s some added kicks and snaps if you bump with competitors or run off track as well. The accelerator feels a shade lighter in comparison, but that’s in part thanks to how you will hold it partially depressed through corners, during which the traction control of your angled bike sends a pulsing jitter through to your finger. There’s a progressive resistance as you depress the adaptive triggers as well, adding weight to the brakes in particular. At a standstill, you can feel the idle, irregular-feeling thrum of the engine in your palms, but that fades as you accelerate, making way for each little crescendo as you reach high RPMs and shift gears, letting you feel the change in surfaces as you run over kerbs and onto grass. Ride 4’s use of the DualSense is all about subtlety, trying to convey a wide range of different things about your bike and the track to you as you race. Of course, beyond graphics and speedy loading times, it’s really all about the controller.

ride 4 ps5 ride 4 ps5

It shaves off some time, but it still takes around 50 seconds to go from the main PS5 menu to resume your career, for example. You still have to sit through splash screens, wait for online access and so on. A minor annoyance is that it doesn’t take advantage of the PlayStation Activities system very well.

#Ride 4 ps5 Ps4#

When scrolling through the long list of bikes, there’s now less than a second wait for them to pop into existence now, compared to the few seconds it takes on PS4 Pro.

#Ride 4 ps5 pro#

From the point of clicking “Go to Track” from the main menu, it took 35 seconds to load a race at Magny-Cours on PS4 Pro (which is already fairly respectable), but this was slashed down to just 8 seconds on PS5. Hopping into a race is, as you’d hope, faster than ever before with the PS5’s SSD. If you’re someone that races in first person, you might be disappointed by the low detail environments found in the wing mirrors – the rest of us will only notice this when spinning the camera in the dealership or your garage – but the rest of the game is a big step forward in terms of clarity, no longer sacrificing resolution to get the more palatable frame rate, and revealing more detail in the environments you’re racing through. The breadth of what the game has to offer is still a real highlight, and all of the 204 bikes look fantastic, though still leaning on regular rasterised reflection techniques like screen-space reflections and so on. That meant it was also necessary to have tyre wear added to the handling model, fuel usage, engine modes, pit stops, and, of course, endurance bikes with which to race.

#Ride 4 ps5 series#

It enabled them to build in fully dynamic weather, a 24 hour day-night cycle, and then use that to bring full-on endurance racing into the series for the first time.

ride 4 ps5

Having adopted Unreal Engine 4 several years ago now, Milestone sought to use the game engine’s flexibility to its fullest in Ride 4, taking several major steps beyond its predecessor.











Ride 4 ps5