palit-geforce-rtx-3070-ti-gamerock-oc-review

Palit GeForce RTX 3070 Ti GameRock OC Review

Introduction

Palit GeForce RTX 3070 Ti GameRock OC is the company’s most premium custom-design implementation of NVIDIA’s latest high-end graphics card launch. The RTX 3070 Ti along with last week’s RTX 3080 Ti launch, form part of an attempt to refresh the high-end segment in the face of competition from AMD and its “Big Navi” Radeon RX 6800 series. This segment of graphics cards are targeted at those wanting maxed out gaming at 1440p with raytracing, but also the ability to play at 4K UHD with reasonably good details. NVIDIA already has such a SKU in the RTX 3070, but this was embattled by the RX 6700 XT and RX 6800, which is possibly what the RTX 3070 Ti launch is all about.

NVIDIA created the GeForce RTX 3070 Ti out of the same GA104 silicon as the RTX 3070, by maxing it out. You hence get all 6,144 CUDA cores physically present on the chip, compared to just 5,888 on the RTX 3070. Another major change is memory, with NVIDIA opting for fast 19 Gbps GDDR6X memory over 14 Gbps GDDR6. This results in a significant 35% increase in memory bandwidth over the RTX 3070. The memory size remains 8 GB, though. Wrapping things up are the slightly higher GPU clock speeds. The resulting product, NVIDIA believes, should be competitive against the RX 6800, restoring competition to the sub-$600 market segment.

Palit bolstered the RTX 3070 Ti with its highest factory overclock, at 1845 MHz boost frequency, compared to 1770 MHz reference. The GameRock OC series from Palit always represented over-the-top designs, and this card is no exception. A neatly executed “icebox” pattern tops the cooler shroud, which isn’t unlike the G.SKILL Trident Royal memory modules. This element is illuminated with addressable-RGB.

At this time Palit is unable to provide any MSRP for the GameRock OC. I’d estimate that it’ll end up around $1350 in the free market, so $50 higher than the RTX 3070 Ti Founders Edition.

GeForce RTX 3070 Ti Market Segment Analysis
  Price Cores ROPs Core

Clock
Boost

Clock
Memory

Clock
GPU Transistors Memory
RX 5700 XT $370 2560 64 1605 MHz 1755 MHz 1750 MHz Navi 10 10300M 8 GB, GDDR6, 256-bit
RTX 2070 $340 2304 64 1410 MHz 1620 MHz 1750 MHz TU106 10800M 8 GB, GDDR6, 256-bit
RTX 3060 $900 3584 48 1320 MHz 1777 MHz 1875 MHz GA106 13250M 12 GB, GDDR6, 192-bit
RTX 2070 Super $450 2560 64 1605 MHz 1770 MHz 1750 MHz TU104 13600M 8 GB, GDDR6, 256-bit
Radeon VII $680 3840 64 1400 MHz 1800 MHz 1000 MHz Vega 20 13230M 16 GB, HBM2, 4096-bit
RTX 2080 $600 2944 64 1515 MHz 1710 MHz 1750 MHz TU104 13600M 8 GB, GDDR6, 256-bit
RTX 2080 Super $690 3072 64 1650 MHz 1815 MHz 1940 MHz TU104 13600M 8 GB, GDDR6, 256-bit
RTX 3060 Ti $1300 4864 80 1410 MHz 1665 MHz 1750 MHz GA104 17400M 8 GB, GDDR6, 256-bit
RX 6700 XT $1000

2560 64 2424 MHz 2581 MHz 2000 MHz Navi 22 17200M 12 GB, GDDR6, 192-bit
RTX 2080 Ti $1400 4352 88 1350 MHz 1545 MHz 1750 MHz TU102 18600M 11 GB, GDDR6, 352-bit
RTX 3070 $1300 5888 96 1500 MHz 1725 MHz 1750 MHz GA104 17400M 8 GB, GDDR6, 256-bit
RTX 3070 Ti $1300

MSRP: $600
6144 96 1575 MHz 1770 MHz 1188 MHz GA104 17400M 8 GB, GDDR6X, 256-bit
Palit RTX 3070 Ti

GameRock OC
$1350 6144 96 1575 MHz 1845 MHz 1188 MHz GA104 17400M 8 GB, GDDR6X, 256-bit
RX 6800 $1400 3840 96 1815 MHz 2105 MHz 2000 MHz Navi 21 26800M 16 GB, GDDR6, 256-bit
RX 6800 XT $1700 4608 128 2015 MHz 2250 MHz 2000 MHz Navi 21 26800M 16 GB, GDDR6, 256-bit
RTX 3080 $1500 8704 96 1440 MHz 1710 MHz 1188 MHz GA102 28000M 10 GB, GDDR6X, 320-bit
RTX 3080 Ti $2200 10240 112 1365 MHz 1665 MHz 1188 MHz GA102 28000M 12 GB, GDDR6X, 384-bit
the-pandemic-might-cut-down-e-waste-but-widen-the-digital-divide

The pandemic might cut down e-waste but widen the digital divide

We now have evidence that staying home to game or stream and chill during the pandemic was pretty much a first-world problem (or privilege, depending on how you look at it). The proof is in a new report published today by the United Nations University and UN Institute for Training and Research that looks at where drops in electronics sales and associated e-waste took place.

The report looked at electronics consumption in the first few quarters of 2020, and then used that to estimate future e-waste. It projects that worldwide, we’ll have discovered that 4.9 million fewer metric tons of e-waste were generated compared to a “business as usual” scenario without the pandemic. But that drop was uneven across the globe, the authors found. Electronics sales are estimated to have fallen 30 percent in low and middle-income countries, compared to just 5 percent in richer nations.

“The so-called digital divide is increasing,” report co-author Ruediger Kuehr said in a statement. “The ability to adapt to digitisation and earn a living or simply to own and benefit from electronics is decreasing in some parts of the world.” Countries in Northern Africa, Western Asia, Sub-Saharan Africa, and Central Asia will be the hardest hit, according to the report.

On the other hand, high-income countries are projected to be solely responsible for a slight global uptick in game console, cell phone, laptop, and electrical oven purchases last year. In those countries, it seems people did indeed turn to screens (and maybe baking?) to while away their time during pandemic lockdowns.

Tech companies still managed to profit during the hellscape of 2020. Microsoft and Apple raked in the dough from gaming and computers. Samsung made more money last year than it did the year before. Amazon doubled its profit near the onset of the pandemic. And the 2020 lull in tech spending among low and middle-income countries is expected to be temporary.

As more people buy more gadgets, e-waste piles up, and can leach harmful materials like mercury into the environment. E-waste reached a record high in 2019, and just 17 percent was recycled. A lot more can still be done to prolong each gadget’s lifespan, increase recycling, and make companies responsible for collecting the products they generate so that e-waste doesn’t trash the environment, advocates say.

ratchet-&-clank-rift-apart-review:-peak-playstation-5

Ratchet & Clank Rift Apart review: Peak PlayStation 5

(Pocket-lint) – The Ratchet & Clank series has been a PlayStation stalwart for almost two decades. But we’ve not had an original outing since Into the Nexus in 2013 – and that was on the PlayStation 3.

Yes, developer Insomniac Games remade the first game for PS4 in the shape of 2016’s Ratchet & Clank, but it has rather focused its attention on Sunset Overdrive and the superb Marvel’s Spider-Man games instead.

That’s why we’re thrilled to see the return of everyone’s favourite Lombax and his robot chum. And, thanks to the leap to PlayStation 5 proper, they have never looked – or arguably played – better.

Next-gen necessity

Insomniac cut its next-gen teeth on Marvel’s Spider-Man: Miles Morales, plus a dolled-up remaster of its predecessor, but Ratchet & Clank: Rift Apart is its first PS5 exclusive. That has given the studio free rein on a featureset of tools and talents only the latest in Sony’s kitbag can provide.

The entire premise of the game is only possible thanks to clever compression techniques and superfast SSD loading speeds. The graphics drip with ray-tracing and other wizardry from every pore. And the tricks afforded by the PS5’s DualSense controller are exploited to the max. In many respects, this is the first truly next-gen game on any console and has us salivating for what’s possible in the future.

We’re getting ahead of ourselves though. Technical bells and whistles aside, this is a Ratchet & Clank game through and through, so we’ll start there.

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Like most others in the series, this is essentially a shooter-meets-platformer with a keen sense of humour and stunning, Pixar-like visuals. It is split across a fair few planets and regions, each with their own puzzles, secrets, bosses and, in the case of some, open-world landscapes.

Favourite elements return, such as crazy, often hilarious weapons, hover boots, rail riding, the weapons shop (which is now in shape of Mrs Zurkon – an enemy in the 2016 remake), and plenty more besides – but there are some key differences too. Not least the fact you play as two Lombaxes this time around.

That’s because, after Dr Nefarious gets his hands on the oft-featured Dimensionator and accidentally opens up huge dimensional rifts, our eponymous heroes are split up. That leads Clank to meet with Rivet, a female Lombax who is new to the series, and Ratchet, to eventually hook-up with an alternative robot pal named Kit.

Sony Interactive Entertainment

This allows for missions to be split between them all – and provides variety in both gameplay and dialogue. You will often swap characters when choosing which mission to undertake from the navigation screen and likely not return until it is complete – certainly for the first part, anyway.

There are also other-dimensional versions of many recognisable friends and foes, to add extra weight and humour to the story. Certainly, as fans of the series, we loved the references and a few Easter Eggs. However, if you’re new to it, you’ll still get plenty from it – you might even end up seeking older outings elsewhere, such as on PlayStation Now.

Dimensionally speaking

Levels in the game will often require a lot of blasting, but are reasonably varied. Some are based on massive open areas that can be explored, a la the R&C remake, others tighter and largely on rails. One thing that ties them all together is the ability to jump through dimension portals to reach different areas in a zone.

Sony Interactive Entertainment

For example, a small rift might appear on an otherwise hard-to-reach patform, so you just focus at it, tap a button, then are instantly zipped over to that location. It certainly helps you get around a map during a battle, zipping through portals to keep ahead of enemies.

Traversing different dimensions is also used cleverly too, with one level in particular requiring you to hop between an existing, thriving world and a destroyed version in another dimension. By jumping between the two, you can get past barriers in one, or solve an otherwise impossible puzzle.

It is here where the PS5 exclusivity becomes obvious. Travelling through rifts or swapping between dimensions is instant – you certainy don’t notice any loading time, even when everything in the landscape has completely changed or you are on a totally new part of the map. Insomniac has previously said that this needs both the SSD and Sony’s clever loading shenanigans to work, and it’s easy to see why.

The DualSense controller is also a necessity for gunplay, as the game uses both haptic feedback and the adaptive triggers as effectively as Returnal (a very different game, but an amazing one – as we said in our review).

Not only do you feel every shot – with the gamepad’s speaker also utilised for some elements – you get different shot options on the right trigger. Press it down halfway and you get one weapon mode, pull it harder and the other activates. It takes a little getting used to, but is intuitive and immersive when you do.

So, so pretty

The last, obvious reason why this is a PS5-only game lies not in its gameplay but in its look. This is quite simply the most gorgeous next-gen game yet. Easily the best use of high dynamic range (HDR) that we’ve seen.

As with Miles Morales, the developer has provided three graphics modes: Performance, Performance RT, and Fidelity.

Sony Interactive Entertainment

The prettiest – Fidelity – runs at 30 frames-per-second (30fps) but is in 4K resolution with HDR and features ray-tracing, enhanced lighting, additional VFX, and increased scene density. This is the way we preferred to play, even with the lower frame rate. It looks incredible. The different worlds are bursting with details and creativity, so having the enhancements make it for us.

Performance RT keeps some of the options, such as ray-tracing, but drops the resolution and some of the effects in favour of 60fps. While, Performance mode offers 60fps with an increased resolution over the last, it ditches the ray-tracing entirely.

Whichever you opt for, the game is still a stunner. We played it on a 65-inch OLED telly, where the colours popped out of the screen so vividly, but we’d expect it’d look great whatever your TV or display tech. There are also so many instances of neon lighting in the game – not least cascading from your weapons – that it would even be a great reference test for a new HDR TV.

Sound is superb, too, especially the excellent voice acting. And the use of Sony’s 3D Audio tech is great if you have compatible headphones. The spacing in open-world segments is especially good.

Sony Interactive Entertainment

Indeed, our only minor quibbles with the game is that there is a fair amount of repetition in bog standard enemy types and, like with previous outings, it’s a little short.

Still, there are sub-quests on most of the worlds, and there is a decent enough challenge here, with some bosses that will take you multiple tries to defeat. Also, it’s refreshing to have a game that doesn’t take over your life for a month once in a while.



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Verdict

Rachet & Clank: Rift Apart is an excellent return for the franchise. It is steeped in invention and it wrings every ounce out of the PlayStation 5’s capabilities.

We’ll no doubt see more complex, even better-looking games over this generation of gaming, but considering we are still relatively at the beginning, this is highly impressive stuff.

Also, don’t be fooled into thinking that, because it looks like a cartoon, this is a kids game. Like previous R&C adventures, there’s plenty to enjoy here for young and old, with ample challenge too.

Throwing new playable characters into the mix is also inspired, because it both breaks up the narrative and gameplay a touch. There’s a fair amount of repetition, which is par for the course, but apart from that, this is top-level stuff.

Let’s just hope it doesn’t take Insomniac eight years and a new console generation to deliver another slice. But then when it’s this good, it’s worth the wait.

Writing by Rik Henderson.

Ratchet & Clank: Rift Apart Review: Fast and Furry-ous

Our Verdict

Ratchet & Clank: Rift Apart takes great advantage of the PlayStation 5’s SSD and offers creative third-person combat, but a second playable character doesn’t do much to change the formula.

For

  • + Fast level changes enabled by SSD
  • + Grinding levels are particularly fun
  • + Creative weapons for hectic combat
  • + Plenty of collectibles and side quests

Against

  • – Goes overboard with DualSense haptic features
  • – Ratchet and Rivet have no gameplay differences at all
  • – Glitch puzzles don’t connect

When the PlayStation 5 arrived about six months ago, we were promised a number of improvements under the hood that would change the way people play games. One of the big ones was that consoles finally moved to solid state drives for faster loading.

Ratchet & Clank: Rift Apart

Available on: PlayStation 5

Developer: Insomniac Games

Publisher: Sony Interactive Entertainment

Genre: Platformer, Action, Third-person shooter

ESRB Rating: E10+

Release Date: June 11, 2021

Price: $69.99 ($79.99 for Deluxe Edition) 

Ratchet & Clank: Rift Apart takes full advantage of that upgrade. The latest game in the franchise, exclusive to Sony’s latest console, throws the heroes through multiple dimensions, often at a moment’s notice to show off that speed. But it also expresses it through chaotic combat and some zany platforming.

Still, it slows down just enough to examine the main characters’ thoughts and vulnerabilities when it comes to heroism, their own confidence and which questions about your life are worth asking, making for some strong character moments amidst all the havoc.

Talk About Distant Relatives…

Rift Apart serves as a sequel to 2013’s Ratchet & Clank: Into the Nexus, but, at the beginning, at least, it serves as a fine entry point to the series. The game finds Ratchet, the last Lombax in the galaxy, and his robot compatriot Clank, being celebrated for most of their major achievements (cue the history lesson for newer players). And Clank has a surprise for Ratchet — he has repaired the Dimensionator, a device that opens rifts to other, well, dimensions, in the hopes that Ratchet can find one where the Lombaxes still exist and meet his family.

Ratchet is hesitant about this. Life is good. He’s getting a parade. Why mess up a good thing with questions he’s always had at the back of his mind? But there’s a bit less of a choice when their enemy, Dr. Nefarious, steals it to find a dimension in which he’s always the victor. 

(Image credit: Tom’s Hardware)

The chase to stop Dr. Nefarious leads Ratchet and Clank to a dimension where a small group of freedom fighters are led by Rivet, the last Lombax in the galaxy (that is, in her dimension). The game switches between Ratchet and Rivet, both of whom suddenly are partnered with someone very different, but also very familiar.

From there, the game hops between planets and dimensions, some of which are alternate versions of levels from earlier games in the franchise. 

Rivet and Ratchet are similar beyond their heritage. Both are quick to take action and like to crack jokes. Rivet is a bit more competent than her interdimensional counterpart,  but she’s not used to working with others, robot or otherwise. Of course, meeting each other turns everything Ratchet and Rivet know upside down, and leads to alternate realities that flip what you may know about the franchise, too, with references to other games in the franchise taking a bit of turn.

Much of the game, especially its quieter moments, focuses on introspection and self doubt. Ratchet isn’t sure how long he can keep the hero thing up. Rivet isn’t sure if she can overcome her loner tendencies. Heck, even Dr. Nefarious’ plan is based on the fact that he feels he’s not good enough in his own dimension.

Two Different Lombaxes, Same Crazy Gameplay 

Rift Apart is a single-player third-person shooter with heavy platformer elements. Much of the game consists of sections in which you transverse different planets on foot. But to get to your goals, you’ll also wall-run, jump between platforms, stick to magnetic platforms, grind on rails and race with rocket boots.

The other big part is combat, where waves of enemies attack as you fight them off with increasingly bizarre weapons that you obtain from Mrs. Zurkon, a robot with enough southern charm that I’m sure she has a good cornbread recipe. These include the executor (a double barrelled shotgun), the lightning rod (yeah, it shoots lightning) and my personal favorite, the topiary sprinkler, which temporarily stuns enemies in place and turns them into landscaping. The game is heavy on the gunplay, but the violence is cartoony, making it more than appropriate for its E10+ rated target audience.

By time you’re done with the game, you’ll be shooting rockets, bullets, lasers and have tons of little minions at your command. As you move on and get more powerful, the combat shines more and more, with wackier weapons and higher stakes. Additionally, certain battle and puzzle areas have rifts that you can “tether” to in order to pull yourself around the stage, instantly loading the new area around you. It’s disorienting and a bit gimmicky, but ultimately provides some novelty in each part of the game.

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(Image credit: Sony Interactive Entertainment)

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(Image credit: Tom’s Hardware)

Beyond their species, Ratchet and Rivet are incredibly similar in that no matter which of them you’re playing as, the game feels exactly the same. The two share gadgets, controls and even weapons. Buy something as Rivet, and Ratchet will have it next time. On the one hand, this makes the game seamless. You never lose something you just saved up for because you switched to another character. But it also creates a bit of sameness when you’re playing as a new, interesting character.

Most of the missions contribute directly to moving the story forward, but there are some that branch out to encourage you to explore, and those tend to reward you with collectibles. Throughout the game, there are two other types of puzzles. The first, which largely features Clank, requires you to explore a level and use a number of powers (speed, antigravity, etc.) to move alternate-dimension “possibilities” throughout the level. It doesn’t make huge amounts of sense to the story, but they’re a fun way to put the spotlight on Clank. The others are worse. Early in the game, Ratchet meets a spider-like robot named Glitch, who can enter computers and fight viruses. Glitch has a small side-story, but it ultimately doesn’t affect the main narrative, and I found that it pulled too much attention from the plot that I actually cared about.

My other personal favorites, which I completed as soon as I could, were a series of combat challenges that provided tons of in-game unlockables and money for further upgrades. These fights have unique gimmicks, like randomizing weapons or changing gravity.

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(Image credit: Tom’s Hardware)

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(Image credit: Tom’s Hardware)

In combat, switching between weapons requires opening a menu and picking new arms. This has the effect of pausing fights often, and varieties of enemies, like some with shields that require attacks that don’t hit from the front, encourage you to switch. I personally liked the little pauses, as they gave me time to plan, but the game also lets you assign four weapons to the D-pad for quick switching. However, those four didn’t seem to serve enough, as I ultimately ended up using the larger menu.

All-in-all, my initial playthrough lasted about 16 hours per the PlayStation 5’s clock. (I don’t believe you should necessarily judge a game’s worthiness by it’s length.) That was with some, but not all, of the optional quests, nor did I find every single collectible or piece of armor, so there’s still plenty to go back for. For those looking to squeeze every bit out of their $70, there’s also a Challenge Mode that makes the game more difficult, provides new weapon upgrades and lets you earn far more bolts, the in-game currency. 

I suspect some diehard fans will wish that the game were longer, though the story doesn’t necessarily require it.

The PS5’s SSD Makes the Difference 

Rift Apart is the first major exclusive in the back-half of the PlayStation 5’s first year, and, in some ways, takes the most advantage of the system’s new features, both to its advantage and to its detriment.

We reviewed the game using pre-release code from Sony. For this review, we played primarily in Fidelity mode, which promises a stable 30 frames per second with ray tracing and other enhanced effects using a high quality image derived from a 4K base. We had less time with the day one patch, which adds Performance RT mode, which aims for 60 frames per second with fewer effects and a lower resolution; and performance mode, which eliminates more effects for a higher resolution 60 fps. It also fixed a few bugs from our first playthrough. 

Perhaps unsurprisingly, the game, with its mix of colorful, lush environments and the darker, grimmer environments was beautiful. There’s some nice fur effects, primarily in cutscenes. And no matter how much was happening on screen during the most intense battles (and they got pretty crazy towards the end), the game was stable. 

Ultimately, though, I preferred playing at the higher frame rates. The 60 fps made combat and platforming puzzles, like pocket dimensions, look and feel smoother to play. It simply felt right to be playing it that way. Unless you’re gaming on a 4K TV, you shouldn’t even consider Fidelity. Even then, I think the sacrifice for frames is worth it.

But the star of the show here is the SSD. For most of the game, it feels as if there’s no loading at all, which is surprising when you’re pulled through multiple, complicated environments in just a few seconds as Ratchet, Rivet and Clank travel through rifts. This happens for the first time fairly early in the game, and it was clear then that the SSD, not the graphics, is the most important reason for a console owner to upgrade. Sure, PC gamers have had SSDs for years. But now we’re starting to see what happens when a game is designed around it. 

(Image credit: Tom’s Hardware)

 This wasn’t complete, though. There were a few sections where it felt like the game was slowing down to enable the game to load, which put those parts at odds with the rest of the game’s tempo. On one mid-game planet, I got into an elevator several times, and waited the entire ride while the characters had small-talk. After so much speed, everything, for a little bit, screeched to a halt until those rides were done.

Sure, when we saw Spider-Man: Miles Morales (and Spider-Man Remastered), it was surprising how quickly one could fast-travel around New York City. But here, it’s not just a feature – it’s integral to the story. That’s really cool.

The DualSense controller was a real mixed bag. While I was initially wowed — and sometimes continue to be — by the controller’s enhanced rumble and trigger features, it sometimes felt like Insomniac lacked restraint when using them. Every single effect in the game does something with the rumble, as does each gun. During combat, it’s a cacophony in your hands, as the controller vibrates and the triggers lock and unlock almost constantly. I did, however, get some joy out of the built-in speaker as I used the ricochet, a button which lets you fire and then bounce ammo off enemies. It made an arcade pinball sound that burst from the controller, which gave me a laugh.

You can turn down the rumble by switching to a “functional” mode that provides gameplay cues and nothing else, or shut it off altogether. This sometimes felt like it went too far in the other direction, as not every action you would expect provides feedback. 

Bottom Line

Ratchet & Clank: Rift Apart is a chaotic thrill ride through space and, well, space in other dimensions. While the storytelling is not especially deep, it’s enough to make for a game that enables some creative platforming setpieces and intense combat.

(Image credit: Sony Interactive Entertainment)

Even when the game dips into the dark world of a facist leader, has heroes hide from tortured monsters or simply asks them to be introspective about their flaws, its soul is ultimately zany and upbeat. With the exception of a handful of side-puzzles, it’s a tight, fast-moving game with room for the cast to shine.

While the game doesn’t always feel like it’s taking full advantage of the PS5’s power, the near-instant changes in scenery powered by a game designed by an SSD is exciting. The developers would be well-served by being more conservative with the DualSense controller, though. The game has a lot of rumble, and sometimes it’s too much to be immersive.

Those looking for a moderately-sized family-friendly romp that takes advantage of the latest PlayStation’s features will likely enjoy Rift Apart and all of the bonkers experiences it provides.