I'm particularly happy with how fast travel turned out. Drop into the map in any arbitrary location once you've explored enough of a district. It took lots of collaboration across our UI, art, animation, and tech teams to make it look and feel this smooth!
#SpiderMan2PS5
We're hiring programmers to join the Core team at
@insomniacgames
, in our CA and NC offices! If you're excited about tools, physics, audio, or art pipelines, or if you're just plain great, please take a look (and reach out to me if you have questions).
I haven't seen anyone point this out yet, but the install sizes of our Spider-Man titles are ~25% _smaller_ on PS5 than PS4, despite having higher-quality models, textures, and audio. Fewer shenanigans to maintain streaming bandwidth means lighter downloads and less drive waste!
It's always wonderful getting a chance to share more of the work of our super-talented team at Insomniac—especially some of the behind-the-scenes bits! There's a lot of brilliant creativity that doesn't stick out to players in an obvious way, and I could go on for hours about it.
A bit of a treat today as
@fitzymj
from Insomniac Games joins
@dark1x
to share behind-the-scenes tech stories and new information on the making of Marvel's Spider-Man 2 for PlayStation 5:
Exciting to see PS5 beta testers getting access to the M.2 SSD feature! I'm sure the public beta will result in plenty of benchmarking across different games and drives, but I'll spoil with some of our results from early testing at Insomniac on Ratchet & Clank: it's looking good.
We announced one of the coolest suits in our game today, and while yes, it's just plain awesome, I think it also illustrates how amazing things can happen when different people in departments across a studio can combine their talents. To elaborate...
Let's take a deep dive into our expanded Marvel's New York with Creative Director Bryan Intihar! Learn how we've evolved the city, exploration, and discoverability in
#SpiderMan2PS5
!
#BeGreaterTogether
More info on the PlayStation Blog:
We announced
#RatchetPS5
to the world a year ago today. I haven't seen my teammates in person since, which makes it especially crazy that we're here now, releasing our third (!) PlayStation 5 game in such a short period of time.
It's going to be hard to top these past 12 months.
I’ve never been a huge fan of listening to myself talk, so _watching_ it is some kind of fresh hell. Still, it was a pleasure having a long chat about
#RatchetPS5
and some of the amazing work the teams at Insomniac have been doing on the PS5. 😅
Thanks for having me,
@dark1x
!
Inside Ratchet and Clank: Rift Apart!
@dark1x
talks graphics, storage, ray tracing and so much more with
@insomniacgames
Director of Core Technology,
@fitzymj
. Learn more about how the studio produced this brilliant next-gen showcase:
Thank you to the gas station attendant who saw my Insomniac t-shirt and excitedly went on and on about
#SpiderManPS5
and
#WolverinePS5
. Nothing like hearing from a non-digital person to make a project feel real. My car and I both left refueled. ⛽️✌️
I had a blast this past week talking to a slew of games and tech media about
#RatchetPS5
and how we're doing our best to leverage all the tech packed into the PS5.
Twitter video compression notwithstanding, this mode looks _damn_ good.
A whole slew of artists, programmers, and testers teamed up to complete the intense amount of optimization required to get this into the release day patch. Couldn't be more proud.
Players who update
#RatchetPS5
on launch day gain access to our Performance & Performance RT Modes.
Enjoy a sneak peek at 60fps gameplay with ray-tracing enabled!
I felt behind all day as I tried to keep up with the flood of positive reviews from people whose opinions I respect so much. It's been a great Monday.
This team has been working their butts off, and they truly deserved this one.
Can't wait for Friday. 🙏
Marvel's Spider-Man 2 [PS5 - 91]
"Insomniac Games has turned these expectations on their head, spinning a Spider-story that brims with confidence, style, and most importantly – an essential human touch." - Leah J. Williams, GamesHub
“Added 120 Hz Display Mode, which reduces input latency when using a compatible display. In this mode, the frame rate target for the Fidelity graphics mode increases to 40 frames per second.”
👀👀👀
The latest
#RatchetPS5
update includes some additions to Photo Mode! See what's new:
🎨 New stickers
🌈 Color backgrounds
🛡️ Toggle armor
🤖 Clank added during poses
🔫 Ratchet/Rivet hold the current gun level in poses
🛠️ Gold Bolt weapons stay equipped
This type of thing takes more work from more people than you'd think, but primarily it took
@joelbartley
. 👏
I think the update turned out quite nice—don't miss it!
Ratchet and Clank 2016's patch for PS5 makes an excellent game so much better - the series comes full circle, returning the franchise to its 60fps roots:
All this because people are able to say "what if?" out loud, others listen, and talents across the studio come together to make magic. Because they care about the game and each other. What a team.
(All while stuck home in a pandemic and shipping two launch titles on time, nbd.)
Very excited to release these VRR updates! (The two Spider-Man updates also include
#RatchetPS5
's famous 40 fps mode.)
For our games, VRR support also offers an uncapped frame rate if you have our "120 Hz Display Mode" set. It can get pretty high... 😲
Three months to go! The
@insomniacgames
team is in "lock it up" mode as we enter the final stretch. I can't wait for players to get their hands on this game and experience the
#SpiderMan2PS5
story we're telling.
We tried some below-spec Gen4 M.2 drives as well and saw up to 15% slower loading in the most SSD-stressing areas of the game. Not too shabby, but keep a close eye on technical specs if you’re making an SSD purchase, as our game does rely on high-quality storage. 🙏
As always,
@digitalfoundry
does a great job explaining our 120 Hz Display Mode. The tripled-up half-speed video is a really nice way to show what 40 fps looks like next to 30 and 60.
Ratchet and Clank: Rift Apart's 40fps fidelity mode for 120Hz displays is a big, big improvement over the 30fps/60Hz equivalent. Surprisingly so, perhaps - and in this video,
@dark1x
and myself explain why:
As good as it looks here, the reflections truly shine in motion---seeing the cars and people come in and out of frame, pigeons and airplanes fly by, the motion in the new dynamic clouds, etc. (We've also even improved the fidelity a bit since these were taken. 😀)
The Gen4 drives we tried that met the recommended specs gave results almost indistinguishable from the internal SSD. The rest of the I/O path still in use (hardware Kraken decompression, etc.) is definitely pulling its weight in delivering the crazy loading moments in Rift Apart.
You've of course got the Character Art team doing absolutely phenomenal modeling and texture work, the Animation department perfectly communicating who this character is by how he moves, and
@jbtuason
on the Tech Art team turning out another stunning custom suit shader solution.
We've been putting a huge amount of work into this remaster. Character rendering has taken leaps since the original, the 60fps mode gives gameplay a whole new feel, and our ray-tracing implementation still feels like magic to me. Such a perfect companion to Miles at PS5 launch.
The power of PS5 elevates Marvel's Spider-Man Remastered to new heights. Learn about ray-tracing enhancements, Peter Parker's graphical updates, and more:
Included with Marvel's Spider-Man: Miles Morales: Ultimate Edition on PS5.
#BeYourself
Working on this with the pros at
@NixxesSoftware
has been a blast, and it’s shaping up to be something special!
We’ve got some fun features still to announce that PC players will be excited about.
Don’t forget, even though the PS5 doesn’t need these subway vignettes to hide fast travel loading times, you can turn them back on! Because… they’re great
Lots of talented
@insomniacgames
folks will be at GDC to speak about the development of
#SpiderManPS4
. This isn't even an exhaustive list, so keep an eye on the overall schedule for more!
Be an intern on my team! You’ll learn a ton about large-scale console game development, you’ll contribute to our projects, and you’ll gain a little weight from the snacks in our kitchen (in that order).
How does he interact with not-on-twos characters? What happens if he is handed an item by someone--does that item transition to on-twos? When? Can we pick and choose what we drop to catch key frames of animation? How does it work at 60fps? Etc. Polish polish polish.
This was a very last-minute feature. As in, one of our render programmers surprised everyone with it ~6 weeks ago. 😳
If you find a windy spot, the fur will ripple endlessly… 🙏
In
#RatchetPS5
, we've added the all-new "Visual Effects" mode that allows you to toggle animated graphics to your scene. Perfect for making GIFs and videos! Take it for a spin. Show us what you got.
📸: Shaun Besman (), Senior Content Artist.
For the "animate on-twos" style, you have brainstorm ideas getting prototyped by
@jonnyblahblah
, then his Core Anim team getting the feature polished--figuring out the memory requirements of deferred skeleton updates, ensuring it melds correctly with the animation system, etc.
For the popup words and comic bursts, that came from a last-minute
@_DannyGarnett
mockup over the summer, and it took efforts from the Gameplay and VFX teams to integrate and trigger at the right times. Completely unplanned and unscheduled.
And of course it doesn't hurt being able to hop on video calls with folks on the
@Marvel
,
@SonyPictures
, and
@SpiderVerse
teams to talk art direction, intent, original assets, etc. Just about the best resource you could hope for.
This port is looking great, and it's a been a blast to be on the cutting edge of PC tech with
@NixxesSoftware
. Bring on all the acronyms.
I'm excited to have new players spending time with Ratchet, Clank, Rivet, and Kit next week in
#RatchetPC
!
#RatchetPC
launches next week with DirectStorage 1.2, including GPU decompression. We have also added Ray-Traced Ambient Occlusion!
Head over to the blog to read all the details and the system requirements:
I hope everyone caught our new Ratchet & Clank trailer! As always, all I see are tiny bugs, but don't worry, they've already been fixed. ALL OF THEM.
Don't miss the State of Play stream on Thursday for 15 more minutes of fantastic b⃫u⃫g⃫s⃫ footage!
Amidst the
#SpiderMan2PS5
excitement, I'm pleased to share that we've got another stellar PC release coming your way this summer.
Every game brings its own set of novel challenges on PC, but
@NixxesSoftware
has been a fantastic collaborator once again!
#RatchetPC
Ratchet & Clank: Rift Apart comes to PC July 26, as Nixxes Software collaborates with Insomniac Games to bring the interdimensional adventure to ultrawide screen monitors everywhere.
More details:
I'm quite proud of how this collaboration with
@NixxesSoftware
worked out, as we've been working hard on it together for the past year. Most of all, I'm excited for more players to dive into our Spider-Man story for the first time. 🕸
Happy
#SpiderManPC
gaming weekend, everyone!
Marvel's Spider-Man Remastered is AVAILABLE NOW on PC! 🎉 Purchase today on Steam and the Epic Games Store!
#BeGreater
#SpiderManPC
Steam:
Epic Games Store:
Tech talk often comes down to numbers: frame rates, loading times, etc.
But if we do it right, our tech is more than that. It takes part in the storytelling, helping give players experiences they've never had and moments they'll never forget.
I think we did good this time. 🤞
It's 10+ minutes long, but somehow our gameplay reveal is still just a small taste of what we've been up to with
#SpiderMan2PS5
. Watch on YouTube in full 4K!
Can you find my favorite tech tease? It involves windows...
Weekend achievement: our builds don't require or use any locally-installed software (just p4). Every dependency is synced and is entirely portable, including compiler toolchains. Updates are a snap, it's safe to share machines across branches, and best of all: fewer surprises. 👍
Just had an energizing two-day offsite with the ~60-person leadership team of
@insomniacgames
. It’s been great to see this group respond to the success of
#SpiderManPS4
by working even harder to improve the studio and themselves.
Last week we patched both Spider-Man PS5 titles to add a "Performance RT" graphics mode—a variant of our 60fps mode that doesn't sacrifice ray-traced reflections.
Check out
@digitalfoundry
's coverage today, along with their notes on the SM1 remaster:
I’m so happy for our team and the studio for this one. It represents years and years of accumulated work, knowledge, and care, by Insomniac employees past and present. It’s been an absolute blast working with this group on this tech.
You'd think this is a minuscule detail, but you gotta remember we have characters whose entire head is an eyeball.
(this grab is from the August demo, which did not have the feature yet)
I'll be flying up to the Bay Area tomorrow to participate in the
#TelltaleJobs
event. I'd love to chat with anyone interested in working at
@insomniacgames
in any capacity, and I'm happy to advise applicants to other studios as well. Say hi if you see me!
The reduced input latency is great and sells this feature on its own for me. But it's especially nice to keep all the extras of Fidelity mode at a faster frame pace.
Remember that 40 fps splits the difference between 30 and 60, in a sense—25ms per frame instead of 33.3 or 16.6!
One last technical award for Rift Apart! 🙏
I've always appreciated that games are considered a first class medium by BAFTA, and it's an honor that
@insomniacgames
gets to take this home this year.
Also last week: our daughter Piper joined the family!
Her brother is on board, but her sister (the dog) is devastated. She has done nothing but mope around, stage a brief hunger strike (treats excluded), and climb onto furniture when we’re not looking. Send her your condolences.
Elan did some absolutely incredible work optimizing our engine’s loading. We ended up reducing the load times relative to our initial trailers, despite the levels getting bigger and more dense over the past year!
Like Mike says, the PS5's SSD basically turned loading from an I/O bound problem into a compute-bound problem (for us) -- after we did some work to use it well. Protip: ditch any software compression you do on assets. It's just in the way of the better hardware decompression.
tfw your coworker joins your zoom call in a background window but you don't realize it because your headphones aren't set up right so you can't hear him talking and he takes a screenshot of you attempting to mentally process the horrors of your inbox
Huge shout-outs to
@JavaCoolDude
,
@joelbartley
, and Tony Arciuolo, who did some absolutely wild post-launch optimization to push this patch across the finish line. Someday I'm sure we'll tell that story.
@N_X_G
covered the mode in great detail as well:
It feels great to finally have Digital Foundry dig into Miles, and I'm very, very pleased about their takeaways. The team busted their butts on this one, and I think it shows!
(Yes, I also saw like 80 subtle bugs in this video but they're also all fixed since this build, so 😬)
The PlayStation 5 video onslaught begins! The
@dark1x
video tech review for Marvel's Spider-Man: Miles Morales is, to put it simply, essential viewing:
Also on this date, just a couple years prior: my first day at
@insomniacgames
, and the Marvel's Spider-Man RAFT gameplay demo premiering at E3 2018. That was a fun one.
We are incredibly happy and honored to receive the Best Technology Award for
#SpiderManPC
at the
#DutchGameAwards
! Many thanks to the jury for the recognition and to our friends
@InsomniacGames
and
@PlayStation
for enabling us to bring this awesome title to PC!
Weird day to be a kidney donor!
I will say this: post-transplant depression is a real thing that they coach you about beforehand. And if you’re not equipped to deal with “wait, where is the sense of eternal fulfillment I thought I’d have now,” things are gonna get messy.
Wait—and PMs, of course! And designers! And more! Lots of dedicated work from all corners, is the point!
Ok, maybe not the writers on this one. I still love them, though.
Every night for my 3 year-old’s bath, we act out a new story with some animal toys he has. Tonight, he ended it by saying, “alriiiight, if you liked the video please click and subscribe.”
I have failed as a parent and will be focusing my energies on child
#2
.
Thanks to
@dark1x
for assembling and editing together so much relevant footage, guiding the interview so I didn't ramble, and—crucially—backing our conversation with the game soundtrack to make it far more epic and interesting. Possibly the most dramatic technical interview ever?
Another fun project with
@NixxesSoftware
in the books. We think you'll like this one.
Take a look at the performance tuning options so you can show off what your PC hardware can do!
Ratchet & Clank: Rift Apart is now available on PC!
Take on Emperor Nefarious in the franchise's PC debut, featuring an arsenal of signature weapons, otherworldly dimensions, and alien planets.
Get
#RatchetPC
today:
Steam:
EGS:
This is exciting! I couldn’t be more proud of the
#RatchetPS5
team and everyone at Insomniac, especially given the nomination for Outstanding Technical Achievement. Peer recognition hits in a different way. 🙏
We're pleased to announce the nominees for our 25th Annual
#DICEAwards
! 59 games received nominations this year, led by Ratchet & Clank: Rift Apart with 9, Deathloop with 8, 6 for Inscryption and It Takes Two, and Returnal with 5. Full list of nominees:
Most of all, I'm immensely proud of the entire Insomniac team, the games we shipped, and all the work the studio did in 2020. It's a year we won't forget for many reasons, but I'm glad at least a few of them are good ones.
Here's to new challenges in 2021!
As promised, more than 15 minutes of
#RatchetPS5
! Lots of great little moments in here.
A big thank you to everyone who expressed so much excitement for the game this week. It's pretty easy to stare at this stuff day in and day out and forget that it might actually be… good?
I finally got a California driver’s license, and good news: I’m now six feet tall. Thank you to everyone who supported me, but especially the DMV for not verifying what I wrote down on the form. I will not be returning to MA, where I am shorter.
My only take on the Big News is that using "creators" in this subhead is silly.
I'm pretty sure the people that created most of these games don't work there anymore (if they ever did), and in some cases even the entire _studio_ was never part of ATVI!
Quick update: I'll no longer be presenting this technical postmortem at GDC in July. I do still hope to present the material at some point in the future—it includes some great work from some talented folks, and it deserves to be shared.
Thanks for your understanding! 🙏
It's been a blast working with SIE so far, and I'm excited to collaborate even more closely with the other WWS teams. Gimme your big corporate resources and let's get some games out the door!
Big news:
@InsomniacGames
is joining PlayStation’s Worldwide Studios! We are honored and thrilled to join forces with this legendary developer. Please join us in congratulating our friends and partners at Insomniac!
On November 18, experience the rise of Miles Morales on PC. ⚡ Pre-purchase Marvel's Spider-Man: Miles Morales on Steam and the Epic Games Store today!
#BeGreater
#BeYourself
Steam:
EGS:
I recently finished a long-running side project to improve our automated build times. Now that it's done, sometimes, late at night, when all the machines are idle, I trigger a build just to admire how fast it finishes.
Ok, I need to get out of this house.
Game engine programming is notorious for requiring a unique level of rigor, but that doesn't mean you _need_ games experience to be a good fit. If you've got a solid background in low-level programming and you feel you can apply it to our problem space, I'd like to hear about it.
The good news is that we’ll reach herd immunity soon—once 70% of Twitter users have posted a picture of themselves as a final boss without downloading any new pics, we’ll start to see the numbers trail off.
Anyway, I hope all this is getting everyone excited for the release on June 11th. It's right around the corner, and I can't wait for everyone to meet our new characters, spend some quality time with old ones, and enjoy the entire experience we've put together. It's a fun one.
It was a big day for
@insomniacgames
yesterday, as we were able to announce two (2!) new games we've been working on and show off what the PlayStation 5 can do at the same time.
The first is Marvel's Spider-Man: Miles Morales:
We'd been eyeing this feature aspirationally for a while, but it was an enormous technical challenge, and we didn't want to make any promises we couldn't keep. We only hit a consistent frame rate we were happy with a couple weeks ago, hence the end-of-year sneak-in. Sorry!
It's time for some bittersweet news: This will be my last week at Harmonix. I couldn't be more proud of the work I’ve done, more appreciative of everyone I've worked with, or more optimistic about my family's new adventure. 💙
Some more detail: