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CUTSCENE
Xbox One
Lowest FPS: 27fps
Highest FPS: 30fps
Average FPS: 29.98fps
PS4
Lowest FPS: 32fps
Highest FPS: 60fps
Average FPS: 53.36fps
GAMEPLAY
Xbox One
Lowest FPS: 24fps
Highest FPS: 30fps
Average FPS: 29.84fps
PS4
Lowest FPS: 33fps
Highest FPS: 60fps
Average FPS: 50.98fps
First up, let's compare the two versions of the game running exact like-for-like footage via engine-driven cut-scenes. On Xbox One, we see a lock at 30fps, with occasional dropped frames shifting results lower. Activity is far more interesting on the PS4 side though, with frame-rate varying from anything between 32fps to 60fps across our sample, with elements such as TressFX, depth of field and transparent alpha effects hitting frame-rate in a cumulative manner. Note in particular how scenes that switch between the TressFX-enabled Lara and the rest of the cast can see sudden switches in performance.
For what it's worth though, comparing PS4 and Xbox One when the Microsoft platform dips under 30fps is perhaps the best indication we have of relative performance, and can see some significant differences - up to 20fps in some scenes. However, even with the 30fps cap in place (in theory limiting output), sometimes Xbox One moves closer to its sibling's performance level, when the PS4 engine is really under load.
From synchronous rendering in engine-driven cut-scenes, we move on to actual gameplay, where we capture action from the same areas of each version. Clearly the results here won't represent exact like-for-like testing, but they do give us a better indication of how each version actually plays. There's a 71 per cent frame throughput boost on PS4 in these tests that owes much to the unlock, but a remarkable variation of 33-60fps across the run of play. For its part, Xbox One is clearly more consistent, but a lowest reported frame-rate dip of 24fps isn't great.
The overall feeling we get from the game is that two different developers handed in two different performance levels, and decisions were made on how best to work with the results. With the PlayStation 4 averaging at 50fps and often hitting 60fps, frame-rate was left unlocked, producing the markedly higher results you see in the tables above.
For Xbox One, we can only speculate, but we suspect that a lower overall performance resulted in even more noticeable judder were the game to remain unlocked - which would look really unattractive compared to the capped 30fps frame-rate we see in the final game. What's curious from our perspective is that United Front Games on Xbox One would have benefited from a reasonably straightforward porting process from the original PC DirectX 11 code since both platforms use the same API, while Nixxes would have needed to translate the original PC version across to the PS4's LibGNM API - not exactly a walk in the park based on this presentation from Ubisoft Reflections, who are handling the PS4 version of The Crew, ported across from the PC DirectX 11 codebase. Another development source we reached out to suggests that the DX11 'driver' for the Xbox One still requires a lot of work.
Но Polygon разницы не увидел, в отличии от COD: Ghosts![]()
Несмотря на то, что Полигон считают якобы проМайковским порталом, обзоров расхваляющие бокс игры там можно сосчитать на пальцах руки.Зато $750k от MS дали свои плоды, был такой слушок
Зато $750k от MS дали свои плоды, был такой слушок![]()
Стандартный ответ - "слушок"![]()
да и про зомбарей у сони чтото не предвидется ничего) опять пять лет будут чувствую гейчартеды плодить) Надеюсь не получится как в прошлом поколении, начали за здравие (гири), а кончили за упокой (вообще нет экзов в последний год)Ryse нагнул все эксы Сони и это только начало.
Ага. 2 человека с форума, причём один из них даже не я.А мультиплатформу пошпилим на ПК
Graphical Quality
To begin with, let's address the differences between the two versions of the Definitive Edition on offer. PlayStation 4 users get a comfortably delivered 1080p presentation backed up with a post-process FXAA solution that has minimal impact on texture quality, sporting decent coverage across the scene, bar some shimmer around more finely detailed objects. Meanwhile the situation is more interesting on the Xbox One: the anti-aliasing solution remains unchanged, but we see the inclusion of what looks like a variable resolution framebuffer in some scenes, while some cut-scenes are rendered at a locked 900p, explaining the additional blur in some of our Xbox One screenshots. Curiously, the drop in resolution doesn't seem to occur during gameplay - it's only reserved for select cinematics - suggesting that keeping performance consistent during these sequences was a priority for Xbox One developer United Front Games.
For the most part the main graphical bells and whistles are lavished equally across both consoles, although intriguingly there are a few areas that do see Xbox One cutbacks. As demonstrated in our head-to-head video below (and in our vast Tomb Raider comparison gallery), alpha-based effects in certain areas give the appearance of rendering at half resolution - though other examples do look much cleaner. We also see a lower-quality depth of field in cut-scenes, and reduced levels of anisotropic filtering on artwork during gameplay. Curiously, there are also a few lower-resolution textures in places on Xbox One, but this seems to be down to a bug (perhaps on level of detail transitions) as opposed to a conscious downgrade.
Frame-rate
Our early look at performance revealed a startling gap between the next-gen platforms, with PS4 commanding a massive frame-rate advantage, while Xbox One even managed to drop below the 30fps mark under load. For the most part, on the PS4 we see frame-rates regularly fluctuating between 40-50fps depending on the complexity of the scene, with exploration in highly detailed areas with lots of effects responsible for the drop in performance. On the flipside, the game manages to hit 60fps pretty solidly in locations that have fewer effects at work, and in the more scripted action sequences where the rendering load is more predictable.
But despite the inconsistency in the PS4 experience, we still feel it's the preferable buy. During combat - a key element in the game - we see the Xbox One drop down to the mid 20s, with the PS4's higher frame-rate offering a clear advantage in both smoothness and response, despite the fluctuations - the bottom line is that the differences between 40-50fps on the PS4 are far less of an issue than, say, the 24-30fps drops incurred by the Xbox One.
Verdict
Overall, PlayStation 4 takes the lead where the next-gen consoles are concerned, with the higher quality effects work and higher frame-rates providing a preferable experience overall, particularly during heated combat, where the drops in performance are both felt and seen more heavily on the Xbox One. That said, as we pointed out in the performance analysis earlier this week, we would have liked an optional 30fps cap in the display settings to eliminate the judder during the frame-rate fluctuations and keep absolute consistency with controller response throughout.