Сравнение мультиплатформенных игр

Инет в порядке и браузер Хром. Разницы не видно. У меня рывками левая часть картинки не идет, а идет плавно, как и правая. Могли ведь бы показать тормоза, чтобы явно разницу увидеть, тем кто тратит деньги на новую видяху.

Дык речь не о тормозах, а о меньшем ФПС-е. В настройках качества выставил 1080p 60 fps? На ПиCюне картинка плавнее, это точно. А вообще делать видео сравнение без фреймрейт счетчика это глупость величайшая, конечно.
 
А что тебе даст счётчик фпс? Слева будет висеть циферка 60, справа - 30, и всё. =)

По роликам сложно увидеть разницу, но при сравнении в живую она будет очевидна. По своему опыту знаю. Когда после ПС4-версии Якудзы последней запустил её на ПС3 (там тоже 60 фпс против 30), просто без боли не мог смотреть на ужастный скролл картинки при движении камеры. При этом в сравнительных роликах разницы тоже почти не видно было. Но в консольном резике нет никакого дискомфорта в этом плане, но всё равно обидно и за фпс низкий, и за лоу-тени. =(
 
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Dying Light (XB1/PS4)
PS4 - 1080p
XB1 - 1536x1080

В PS4 версии отсутствует AF, поэтому текстуры в Вановской версии четче, зато кадровка стабильней на плойке:
Resolution-wise, there is a subtle difference in image quality between the two versions, with aliasing appearing slightly chunkier on Xbox One in certain situations. We're still working on a final resolution calculation, but we're inclined to believe the PS4 renders at full 1080p, while Xbox One is operating at a reduced 1536x1080 - or something very close to it. That's a basic 20 per cent drop in the overall pixel count. However, the PS4 version suffers from a disappointing lack of anisotropic filtering, with oblique angles producing much sharper texture work on Xbox One. The game is heavy on post-processing, making native rendering resolution much less of an issue that it would be in other circumstances, but with the reduced texture filtering on PS4 there are actually scenarios where the smaller framebuffer actually produces more detail-rich scenes.

We'll have a lot more to say about Dying Light in the coming days but it's safe to say that, at this point, the game runs consistently on PlayStation 4 with the Xbox One version lagging behind in certain areas, while image quality is close overall. We'll also be taking a look at the PC version of the game, which offers us the ability to scale well beyond the engine's console implementation. First impressions suggest a demanding title that seems to be CPU-limited, making it rather difficult to hit 60fps without dropping the distance slider down a great deal, but we'll have the full story later this week.

http://www.eurogamer.net/articles/d...er&utm_medium=social&utm_campaign=socialoomph
 
Окончательный анализ DL
http://www.eurogamer.net/articles/digitalfoundry-2015-dying-light-face-off
At least Techland has implemented an extremely competent LOD (level of detail) system here - even at console settings pop-in never becomes a particularly severe issue. Gameplay critical elements, such as buildings necessary for platforming or zombies, are drawn out suitably far with little to no visible pop-in that would impact the experience. Most of the pop-in is limited to non-critical items such as trees and props which don't prove particularly distracting as they pop into view during gameplay. For our test system at least, we feel that dropping this slider to around 35 per cent is a good compromise that provides a reasonable view distance without bottlenecking the whole system. There's a tendancy to ramp up all PC settings to the max, then complain about dire performance - as it is, Dying Light is fairly scalable. On as close to console-level settings as we can get, a Core i3 PC with a GTX 750 Ti managed a console-like 30fps at 1080p.

The bolded is important. People really do this and it is irritating.

So let's get down to basics. As we mentioned in our performance analysis, Dying Light operates at a rendering resolution of 1920x1080 on PS4 while Xbox One is in the region of 1536x1080, with both seemingly using a variant of SMAA T2X anti-aliasing. That's usually one of the best forms of post-process anti-aliasing available but in Dying Light, there are some noticeable 'ghosting' artefacts.

Despite the resolution deficit, image quality is very good on Xbox One - conceivably, this rendering set-up should allow the developers to cram five buffers at 4bpp (bits per pixel) or two FP16 render targets plus depth into the Xbox One's 32MB ESRAM, with a fairly minimal impact on image quality. The PC version, of course, offers full arbitrary resolution support as one would expect. Unfortunately, the only included anti-aliasing option in the PC version closely mirrors the console version, suffering from the same temporal ghosting issues. We've seen some excellent implementations of SMAA, but the ghosting here is too severe to overlook, particularly at 30fps. Some additional AA options would be much appreciated on the PC side.

Despite our criticisms, Dying Light is a beautiful game in motion and works well across all three platforms. The animation in particular is very well done - motion has real weight and the way melee weapons physically connect with enemies is very effective. Backed up by excellent post-processing effects, densely populated environments, strong lighting effects and gently blowing foliage, Dying Light impresses even in the face of its drawbacks. Everything feels streamlined and solidly pieced together while the game itself is a joy to play.

As things stand, anyone with an interest in the game should be able to enjoy it on any of the three platforms. Between the two console versions we definitely have to give the nod to the PS4 version with its improved frame-rate and better texture streaming, its higher resolution, and a near complete lack of screen-tear. However, anyone with a decent gaming PC should definitely stick to the computer version as it offers excellent scalability alongside further improved visuals. Ultimately, we were impressed with Techland's first release on this new generation of gaming hardware and look forward to seeing more of Chrome Engine 6 in the future.
 
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Реакции: Derp
Evolve Face-off:
Evolve has come a long way since we first played the Big Alpha in autumn last year, and there's a pleasing iterative improvement in all areas since the recent beta. The experience feels more polished, and it is possible to have a few prolonged sessions without any issues. However, underlying kinks remain and we feel that the game still requires another round of bug-fixing and optimisation before it has the consistency and stability that we want from an online-focused multiplayer title. Certainly, the split-second freezing issue - something we didn't see in the previous versions - must be resolved.

Hopefully Turtle Rock will sort out these issues in short order, but for now the CryEngine powered visuals remain excellent, lending both scope and atmosphere to the colonised alien environments, while the team-based gameplay offers plenty of depth, certainly in terms of mastering the unique abilities of each monster and finding out which hunter has an advantage in a particular situation.

It's a decent multi-platform project too, with Xbox One's 900p presentation holding up well against the native 1080p image of the PS4 game. However, the poorer quality filtering and slightly slower streaming doesn't always show the PS4 version of Evolve in the best light - but thankfully, in the darker environments these issues don't distract from the quality of the gameplay on offer. On the whole, both console versions are worthy of consideration and play identically for the most part. Making a firm recommendation on which to buy is a little challenging: the PS4's 1080p resolution gives it a slightly more refined experience, and performance is a little more stable too. However, this is an online-focused title and the backing infrastructure here doesn't seem quite as robust as it is on Xbox One and PC.

Overall, it's the PC version that potentially offers the best experience. There's the ability to scale beyond the 30fps cap found on console, with extra image quality and resolution options too. However, getting a good, consistent level of performance requires capable hardware, adroit settings management - or both in concert, depending on your system. Get it sorted though and the results can be quite beautiful - and certainly in a fast-paced shooter, 60fps gameplay trumps the console-standard 30fps experience
http://www.eurogamer.net/articles/digitalfoundry-2015-evolve-face-off
 
Кто там лазиет в гта5 на так называемых некст генах ? действительно такое есть?
 
Кто там лазиет в гта5 на так называемых некст генах ? действительно такое есть?
Чтото подобное на ПК было в прошлой ГТА4 - зависит от размера памяти на видеокарте и собственно настройки ползунка, называлось "глубина прорисовки" что ли. Если памяти мало, такая вот фигня при покатушках в тумане)
 
Чудо современного игростроя Resident Evil Revelations 2 в фейсофе от DF:
"Xbox One trumps PS4 in Capcom's new sequel"
=))
Resident Evil Revelations 2: the Digital Foundry verdict

Revelations 2 isn't a bad experience but its lower budget is definitely reflected in its visuals. Of course, it's not fair to expect results matching its more expensive siblings, but we can't shake the feeling that Capcom could have taken things a bit further. Improved effects work, object motion blur, and more interesting light placement could have gone a long way towards enhancing the game's presentation. There's a wealth of MT Framework titles out there boasting a wealth of additional visuals effects and we have trouble understanding why more of the available features aren't utilised in this game - these are off-the-shelf effects included in a mature engine, and wouldn't have required additional asset generation.

We'd feel a lot more satisfied had the reduced feature set produced perfectly stable performance on the modern consoles, but the drops definitely scrape away a layer of polish - particularly on PlayStation 4. While both console versions are quite playable, the massive hitches in performance experienced in certain sections on the Sony platform left us preferring the Xbox One version. Of course, if you have even a moderately powerful gaming PC, we'd recommend that above all, as long as split-screen gaming is not important to you. The weird, subtle inconsistencies also left us curious about the game's development, as certain features appear to have been implemented somewhat differently across all three versions of the game. Perhaps the team responsible for the PS4 version struggled more with optimisation?

In the final analysis, Resident Evil Revelations is a bit of a strange experiment. After all the technological bells and whistles thrown at Resident Evil 5 and its successor, the stripped-back presentation here is quite disappointing, though the game remains playable enough. With Capcom's own Panta Rhei engine still in development, debuting on the forthcoming Deep Down, it's not clear if we'll see MT Framework again on the new consoles. Should that come to pass though, we sincerely hope Capcom solves its PlayStation 4 optimisation issues and delivers a more solid experience.
crapcomz3u1n.jpg

http://www.eurogamer.net/articles/d...er&utm_medium=social&utm_campaign=socialoomph
 
Чудо современного игростроя Resident Evil Revelations 2 в фейсофе от DF:
"Xbox One trumps PS4 in Capcom's new sequel"
=))
Чёрт, я даже боюсь представить, какая попаболь будет преобладать. Что ДФ дебилы и криворучки. Или что Капком "прогнулся" под майками и сделал специально. Или как обычно, что всё проплачено и т.д.
 
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Реакции: dimm
Чёрт, я даже боюсь представить, какая попаболь будет преобладать. Что ДФ дебилы и криворучки. Или что Капком "прогнулся" под майками и сделал специально. Или как обычно, что всё проплачено и т.д.
При чем тут проплаты? В игре с графикой с пс2 проседает фпс на пс4, ежу понятно, что капком криворукий.
 
При чем тут проплаты? В игре с графикой с пс2 проседает фпс на пс4, ежу понятно, что капком криворукий.
Да что только не изрыгнёт воспалённый мозг школьника, что бы оправдать потраченные 20 бачей. Прецеденты были....
 
кроме ПОЛНОГО отсутствия антиалиасинга и зависонов на xbone
АА там полностью отсутствует на обоих приставках. Что характерно, в DOA4 на 360 шла в стабильных 720p@60fps и честных 2xMSAA =) Вот тя и каррентген =)))
 
Я так и написал, тащем-та :)
 
Чёрт, я даже боюсь представить, какая попаболь будет преобладать. Что ДФ дебилы и криворучки. Или что Капком "прогнулся" под майками и сделал специально. Или как обычно, что всё проплачено и т.д.
Так там такая графа убогая, не понятно, чего это она проседает вообще. На ПС4 еще в лобби рейд режима гамма выкручена до опупения, все такое засвеченное О___о.... в общем, видно, что порт делался спустя рукава и не проходил контроль качества =))). Потому что ну уж гамму в лобби-то можно было привести в нормальное состояние.
 
Научились халтуру делать, геймера не замечают продолжают покупать ...будут и дальше делать.
Для меня весь етот карент ген пошол ко дну, не случайно последние три игры которые я прошол на паст гене играл.

Ну и чорт с ними, баклог хватит.

EDIT

Фотка прикольная попалась :)))
55vo-FrWZhU.jpg
 
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Какого черта они тогда MT Framework 2.0 изобретали? Что он дал этой игре?
Мне кажется, тут используется движок именно 6-ой части Резика. А не фреймворк 2.0 с нуля, так сказать. Так что, если интересно мое мнение, то фреймворк, дал возможность разрабам без палева импортировать в игру ассеты, типа моделей оружия, врагов и героев, анимации и ИИ из Ревелейшенс, к примеру, с минимумом доработок.
 
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