How Morrowind and other open world games work has very little in common with the approaches used in R&C or Titanfall 2.
This approach has its own unique limitations. In Morrowind, you cannot instantly teleport from one side of the map to the other, in theory that would only be possible between adjacent cells. Otherwise, fast traveling would be instantaneous.
The beauty of what R&C does is that there are no limitations at all. You can almost instantly teleport between any maps the game has. No hacks or trickery beyond the brief animation concealing the 1-2 seconds it takes to shuttle the data from the SSD to VRAM. This is unique, and simply wasn’t possible on spinning rust without radically simplifying your level design and visual package to fit within the limited bandwith.
TF2 and Dishonored accomplished this by having all the other level data loaded in memory simultaneously all as part of the same map. The instant transitions are accomplished by teleporting the player to another part of the map that is already in memory.
This is not the same trick R&C pulled, and it has far more limitations. For example, TF2’s Effect and Cause necessitates a smaller overall map than the other missions because they had to fit two different versions of the same map in memory all at once. If they wanted to let you transition between three different time periods, they would have had to make it even smaller to fit in the same memory budget.
Ratchet & Clank’s approach has no such limitations. They could let you switch between 8 different time periods and not worry about having to fit all of them in memory at once.
Turn on FSR but keep the resolution scale at 100% if you don’t want it doing any upscaling. This looks a lot sharper to me than native resolution with no FSR.
I wonder if this is because the TAA implementation lacks a sharpening pass.
This is my experience too. However, there is nothing special a game needs to do to support VRR. So the fact that VRR works fine in this game under Windows but not Linux makes me think there is a bug in Proton, the compositor, or the GPU driver.
I can say with 100% certainty that VRR is working as expected under Windows 11 with my RTX 3080. I haven’t tested in Fedora yet.
It is the first shipping UE5 game that uses both Nanite and Lumen, and with insanely detailed environments to boot. It holds a pretty stable 60 FPS on the PS5, but it runs at 720p internally and upscales to 4k using FSR2, resulting in some very questionable image quality.
I think these features are insanely cool and their commitment to supporting 60 FPS is commendable, but this really is a case where I would actually prefer 30 or 40 FPS with a higher internal resolution.
Intel's GPUs are an insane value now that they've got a lot of the driver kinks worked out. Some DX11 games still don't run as well as they would on equivalent Nvidia or AMD hardware, but most newer games are using DX12 or Vulkan nowadays.
"Playable" and "good experience" don't necessarily mean the same thing though. Those rift transitions in R&C are rough on anything less than a decent NVMe SSD. Though there may be some room for improvement, as even high end NVMe drives struggle to handle these transitions as gracefully as the PS5.
Whether or not playing off an HDD is truly a dealbreaker though depends on where in gameplay the storage speed bottleneck causes problems. For Rift Apart, it's mostly just an issue with these rift transitions, and the gameplay effectively pauses while it waits for them. For an open world game it could be more problematic (i.e. pervasive traversal stutter during combat.)
It's true with most appliances.
The problem is it is difficult to know today which appliances will still be functioning in 20 years.