Сравнение мультиплатформенных игр

Face-Off: Plants vs Zombies: Garden Warfare [PS4,XB1,PC]
Plants vs Zombies: Garden Warfare made a solid debut when the game launched on the Xbox 360 and Xbox One, with PopCap successfully re-imagining its mobile strategy game as an addictive, criminally overlooked tower defence-style shooter. While the 360 struggled with the demanding Frostbite 3 engine, the experience shined on the Xbox One, where the massive jump in processing power delivered frequently smooth 60fps gameplay at a reasonably sharp 900p native resolution.

To kick things off, we can indeed confirm a native 1080p framebuffer for the PS4 version of Garden Warfare, backed up by what appears to be a post-process anti-aliasing solution along the lines of the stalwart FXAA. The giveaway comes in the form of a mild texture blur that gently smoothes over the finer details in the artwork, along with some spotty coverage across lower contrast edges. Even so, image quality is respectable with the distinctive style of the colourful art helping to alleviate some of these side effects.

On the PC side of things we opt for 1080p resolution to match the new consoles and dial up all the graphical settings as far as they will go. In most cases this means selecting the ultra preset, although some options (like anti-aliasing) are limited to high. Here we find that image quality matches the PS4 game, right down to the variable FXAA-like coverage and its effects on the artwork

Moving onto performance, the PS4 puts in a superb effort, offering up a practically locked 60fps experience that hardly ever deviates from its intended target. The action remains solidly v-synced, so we never see any tearing, while interruptions in smoothness are kept to a minimum.

Indeed, despite pushing 44 per cent more pixels on-screen, the experience on PS4 is more consistent than on the Xbox One when the engine is under stress. When all hell breaks loose we see a heavier drop in performance on Xbox One, while the PS4 usually maintains its solid 60fps lock without any fuss.

Our Intel Core i5 and GTX 680 machine delivered a perceptual 60fps experience quite similar to that of the Xbox One version of the game, but with the more sustained drops in performance in crowded gunfights, or in locations that feature long draw distance with more detailed scenery
http://www.eurogamer.net/articles/d...nts-vs-zombies-garden-warfare-on-ps4-face-off
 
Dead Rising 3, PC версия была выпотрошена на DF:
http://www.eurogamer.net/articles/digitalfoundry-2014-vs-dead-rising-3-pc
Вообщем даже сильные конфы обсираются по самое нехочу =) Видимо такие разрабы в канадском Capcom работают. Можно считать что ванчик справился со своим стартовым проектом на отлично. Если не этот гавняный "crushed black". Майки ваще думают что с этим делать? Козлы. Не думал не гадал, что он меня так будет вымораживать.
First things first, it should be noted that testing was predominately carried out on a PC featuring an Intel Core i5 3570k clocked at 4.5GHz paired with an Nvidia GeForce GTX 780, with the game tested on both an SSD and standard hard disk drive - but we also tested the game on a number of other systems too, simply to confirm just how power-hungry Dead Rising 3 actually is. Unfortunately, we encountered consistent crashing problems on both of our main gameplay systems, making testing far more difficult than it needed to be. Sometimes we could play for 10-15 minutes without a problem, while on other occasions the game would crash within a minute or so of beginning play. A fresh install without unlocking the frame-rate made no difference. Ultimately we were unable to capture as much footage as we would have liked simply because making progress in the game was almost impossible. Reading over various forums suggests that we aren't alone in this and Capcom Vancouver is currently investigating the problem.

Digging into the options menu straight away, first impressions are positive: Dead Rising 3 ships with a wide variety of options for PC users to adjust. Shadow quality, texture quality, LOD (level of detail), reflection quality, zombie quality and various other toggles including ambient occlusion and subsurface scattering are all available in an exhaustive list. Unfortunately, our enthusiasm dampened a bit after testing when it became clear that the highest possible settings are essentially only a match for the original Xbox One release.

What's perhaps more interesting is that selecting the default 'high' preset actually produces results nearly identical to the Xbox One version, complete with 720p internal resolution and 4x anisotropic filtering. For all intents and purposes, the developer has defined the Xbox One version as the premiere preset, at least before additional adjustments are made. Despite this, the massive potential improvements to image quality ultimately result in a superior-looking game all around.

A more serious problem appears in the form of highly noticeable texture and model pop-in while traversing the city. Objects routinely dissolve into the scene as the players moves through the world while many surfaces retain low-resolution textures far too long in close proximity. Comparing the two versions reveals that these issues on PC actually somewhat mirror the Xbox One version. Textures and objects often load in with similar frequency on both platforms even when the game is installed on an SSD. There are instances when assets load a touch more quickly on the PC but this issue remains a problem throughout most of the experience and often sullies otherwise-decent texture work.

We started the game using maximum settings at 1080p and were immediately disappointed by the results. During normal gameplay, primarily in populated areas, we averaged around 52fps with the majority of gameplay falling just below 60fps resulting in noticeable judder. By reducing the internal rendering resolution to 900p, however, we were able to average around 58fps instead, with many more sections operating at our full target frame-rate. This is certainly not ideal, but it certainly makes a good case for Nvidia's G-Sync technology, at least.

Curiously, cut-scenes are even more demanding than the game itself. At 1440p we noted sustained drops to a performance level as low as 20fps during playback. Lowering resolution was ultimately necessary just to reach a stable 30fps and only at 720p were these scenes able to hit 60fps with any frequency. The cut-scenes are impressively detailed, no doubt, but it's difficult to imagine why they push the system so hard. Perhaps the wealth of highly detailed, articulated models all beautifully shaded with excellent use of subsurface scattering on their skin takes its toll? Either way, the performance is highly disappointing bearing in mind the raw horsepower of our system.
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А вот у Ваана ничего не тормозит :D
 
Вообщем даже сильные конфы обсираются по самое нехочу =)
ничего, подождем патчик в 47 кб, отключающий сверхпроцессоремкие вычисления чисел, непойми зачем встроенные в игру)))
 
Если не этот гавняный "crushed black".
Что ещё за "crushed black"? Это когда из-за сильно задранной гаммы в тёмных местах ничего не видно, одна чернота, без оттенков?
 
А вот у Ваана ничего не тормозит :D

Я просто мало смотрел, сначала все гладко, а потом тормоза начинают постепенно появляться, и в итоге все превращается в слайдшоу. Удалил этот мусор нафиг.
 
Это риторический вопрос? :whistle:
 
Это риторический вопрос? :whistle:
скорее да чем нет) просто в лицухе скорее всего через 2-3 месяца станет норм)) аккурат к очередной распродаже в стиме))) аах))
 
Не, у всех это. У меня игра на SSD стоит втором, микрозависания постоянно. И не только у меня же тормозило, у всех абсолютно. Друг выходит в онлайн - микрозависание, выбил ачивку - микрозависание, кто-то в гильдии выбил легендарный дроп - микрозависание, рандомно бежишь по пустому уровню - микрозависание. Они только пофиксили тормоза связные с ачивками и дропами, рандомные тормоза все еще в игре, особенно когда играешь за WD. По крайней мере было в 2.0.6, обещали пофиксить в 2.1, но этот патч на PTR уже месяца 3, не известно когда он выйдет так как включает в себя сезонные лестницы.
Уже неделю как 2.1 вышел на оффе :)
 
Уже неделю как 2.1 вышел на оффе :)

Дату сообщения смотри. :facepalm:

Мой crusader 116 в US достигший 70 го левела в сезоне. Тормоза так никуда и не пропали на ПеКа как и экраны хагрузки.
 
Вроде на Х360 и Пс4 игра выглядит хорошо.
 
Карентген версия это халтура порт пастген версии. Разница только в лучших текстурах, разрешении, ну и немного в освещении. Модельки те же самые, вся детализованость мира 1 в 1. Но выглядит все равно неплохо, особенно на пастгене.
 
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