Сравнение мультиплатформенных игр

Какого черта они тогда MT Framework 2.0 изобретали? Что он дал этой игре?
В смысле? Игра выглядит так из-за мизерного бюджета.
Может к 3 ревелейшону наскребут на Panta Rhei :)
 
Народ, кто может чо сказать про Life is Strange.
Смотрел на ютубе, разницы вообще никакой между пс3 и пс4. Играть хоцца, а пс4 сейчас недоступна. Много потеряю?
 
Она на ue3, на всех платформах одинакова.
 
Народ, кто может чо сказать про Life is Strange.
Смотрел на ютубе, разницы вообще никакой между пс3 и пс4. Играть хоцца, а пс4 сейчас недоступна. Много потеряю?
Немногое, если не смотреть на часики :eek:
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Вложения

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DmC DE:
Instead, the main variable in graphical quality centres on how well the artwork is displayed at a distance and from steeper angles. The Xbox One and PC versions of DmC feature a high level of anisotropic filtering that keeps textures looking crisp and clear, whereas the PS4 game uses a simpler trilinear technique instead. This results in textures appearing blurry from a distance on the Sony platform, diminishing image quality significantly compared to both PC and Xbox One.

Уже какая по счету игра на PS4 в которой не применяется AF. Это теперь болезнью приставки будет (почитай "мыло")?

DmC is a decent port across both current-gen consoles, although both versions have some plus and minus points to consider. The tearing on the Xbox One is a little more intrusive than the short dips in frame-rate on the PS4, though both manage to deliver extended segments of solid 60fps gameplay. Image quality is basically identical, but the lack of anisotropic filtering harms the presentation of the PS4 game, leaving blurry artwork displayed on-screen far more frequently than the Xbox One game, which is clearer and cleaner in comparison. With this in mind, we're inclined to give the Xbox One the final nod here: the dips and tearing are intermittent, while the reduced texture clarity on the PS4 is a more frequent annoyance. That said, when assessing both titles overall, both are still solid releases, and the Definitive Edition is well worth picking up if you don't have an Xbox One, or simply prefer the Dual Shock 4 controller.

http://www.eurogamer.net/articles/digitalfoundry-2015-dmc-definitive-edition-face-off
 
Уже какая по счету игра на PS4 в которой не применяется AF. Это теперь болезнью приставки будет (почитай "мыло")?

Вот с соседней теме раскрываются люди, которые могут на слух определить количество скрипок в оркестре и настроение дирижера, но только на дорогой аппаратуре ;)

Я могу поспорить, что если включить какую-либо игру на экране телевизора (человек не знает что за телевизор, какая матрица, не знает, что за игра будет включена заранее), то обычный человек на глаз не сможет сосчитать кол-во пикселей по вертикали в динамике с расстояния в пару метров от ТВ, ну чтобы пальцем не возить по экрану, не помечать. Причем за 30 секунд.

Поэтому есть там AF или нет, ничего не меняет. Сколько бы плохих и некачественных игр с AF не вышло на писю, это не ухудшает качество игр на ПС4.

Например в ГТА5 наверное нет AF, но любой Отсосин хуже ГТА5 даже если там AF есть.

П.С. Что такое AF не знаю ;) Пишу просто чтобы подлить огоньку в тренд.
 
Поэтому есть там AF или нет, ничего не меняет. Сколько бы плохих и некачественных игр с AF не вышло на писю, это не ухудшает качество игр на ПС4.
Почему его там нет? Просто не используют его в некоторых PS4-играх почему-то, а так это метод фильтрации текстур - Anisotropic Filtering.
 
РС фрики, такие же аудиофилы, но надо другое слово придумать.РСхайендфилы :)
Одни слышат как муха перданула в концертном зале а другие фпс и пиксели краем глаза подсчитали за пол секунды.

Оба они одинаково смешны и назойливые ...и всегда правы.
 
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 :)))
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8 лет прошло, етить колотить... Вот сейчас почувствовал себя старым...
 
FF XV Demo: PS4 - 900p, XB1 - 800p (но к релизу обещают 1080p везде). Правда на боксе яркость выкручена похоже:
 
6 минут смотреть одинаковое видео нет смысла, показали бы просто разницу, которой наверное нет (я посмотрел перемотке 1 минуту).
 
Там просто нечего и показать.
Лучше бы они на саму игру внимание сфокусировали, хорошую игру и в 800р не проблема играть а вот тупицу однокнопочную и в 4К не нужна.
 
Face-Off: Borderlands: The Handsome Collection - DIGITAL FOUNDRY
Обе консоли не вытягивают 60 фпс всё время + постоянный тиринг, на xbone ситуация хуже.
http://www.eurogamer.net/articles/digitalfoundry-2015-borderlands-the-handsome-collection-face-off
The Good

The positive news is that the Handsome Collection hands in native 1080p visuals across PS4 and Xbox One on both titles, featuring image quality in line with the PC version operating with post-process anti-aliasing. An almost identical form of FXAA is in play on current-gen consoles, with texture detail featuring the similarly smoothed appearance commonly associated with this technique. Coverage is a tad spotty on the Xbox One in comparison to the other platforms though, with some scenes receiving more coverage than others. This results in small bouts of extra sharpness on occasion, at the expense of more noticeable jaggies.

The lack of a better edge-smoothing solution is a little disappointing given other similarly undemanding options available such as SMAA, but on the plus side the pixel precision of the 1080p framebuffer allows the artwork to remain fairly crisp and clear, despite some compromises in texture integrity. The overall impression is that detail still boasts more depth and definition than the last-gen versions, adding a little more punch to the series' iconic cell shaded artwork.

The Bad

PhysX-based effects are available for Nvidia cards on PC, though an .ini file hack allows the tech to run on CPU for AMD users (albeit with a significant performance penalty). While it's a shame that these effects weren't factored into the Handsome Collection, the chances are that the horsepower simply isn't there to run them.

It's a state of affairs all but confirmed when looking at game performance. Borderlands attempts to deliver a top-end 60fps experience on PS4 and Xbox One, but gameplay is frequently compromised with heavy frame-rate drops and regular screen tearing - issues that are more prevalent in the Pre-Sequel. Things start off positively enough though: exploring Hyperion's space station for the first time, we are presented with a smooth 60fps frame-rate on both current-gen consoles, immediately giving the game a fluid and responsive feel that the Xbox 360 and PS3 versions couldn't possibly hope to match. The added temporal resolution allows the artwork and almost slapstick animation to stand out more confidently, better bringing Gearbox's zany post-apocalyptic styled world to life.

Unfortunately, this level of satisfaction doesn't last long, and within a few minutes, frame-rates start crashing down as we encounter the first couple of firefights. Our first major battle in an expansive control room sees performance drop down into the mid 40s across both PS4 and Xbox One, immediately creating a jarring mix of judder and a distracting loss of controller response. Both versions feature adaptive v-sync, where the engine sends out a torn frame when it runs over its 60Hz rendering budget and is unable to deliver a complete frame in time for the next refresh. As such, drops in fluidity are regularly joined by bouts of screen-tearing on both consoles, though the Xbox One is far more heavily affected, with near constant tearing occurring during both large and smaller scale skirmishes. The experience under these conditions is still a clear cut above the 25-30fps update present on the 360 and PS3 under similar circumstances, but doesn't hold up well to the solid 60fps gameplay present in less demanding areas of the game.

Performance is often heavily compromised in the Pre-Sequel, which is disappointing given that Borderlands' hectic gunplay stands to benefit immensely from a solid 60fps update. It's all about killing stuff for loot, and yet this is key aspect of the title is most affected by the performance issues. Shoot-outs frequently cause the engine to buckle under the strain of handling multiple foes on-screen, in addition to the range of particle effects and alpha that appear when combat becomes especially heated.

Areas with longer draw distances also cause problems for the Pre-Sequel too. Exploring further onto the moon's rocky surface in the Serenity's Waste region sees an abundance of tearing on Xbox One, causing a distracting wobble when traversing this area. Here, the PS4 game sticks much more closely to 60fps, dropping fewer frames and tearing less frequently, though neither version delivers a suitably stable level of performance expected from a last-gen remaster running on new console hardware.

Borderlands: the Handsome Collection - the Digital Foundry verdict

Borderlands' gunplay, humorous dialogue and intense action is as entertaining as ever, and in many ways this is a clear upgrade over the last-gen console versions of the game. Full HD resolution certainly helps the stylish artwork to stand out more strongly, while higher frame-rates make aiming and shooting feel noticeably smoother too. Unfortunately, overall performance is extremely variable across both consoles, with the experience feeling especially compromised during those intense gunfights that define what Borderlands is all about - shooting and looting. Both consoles struggle to keep things running consistently at 60fps, though it is the Xbox One game that comes off worse for wear owing to the heavier bouts of screen tear.

It's a shame that significant issues mar the experience because the Handsome Collection on the PS4 and Xbox One has a lot going for it. For example, it's possible to transfer save files from last-gen systems over to PS4 and Xbox One, allowing players to continue with all their loot and progress intact. It's a beautiful feature, though the content transfer is locked to Sony and Microsoft's ecosystems, so it's only possible to transfer data between PS3 and PS4 or Xbox 360 and Xbox One. If you're one of the many 360 owners to transition across to PS4 (or indeed from PS3 to Xbox One), you're out of luck.

On a more promising note, Gearbox is currently looking to tackle the performance issues, though it is asking users to remain patient for an update. Hopefully, we'll be treated to a more stable 60fps experience, or at the very least a massive reduction in the excessive amount of screen-tear - we'll report back should the game receive the performance upgrade it deserves. But right now, the PC version remains the best way to play the game at 60fps, scaling well to run on mid-range hardware while offering up an excellent boost in effects work via PhysX for those with higher-end Nvidia systems.
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Одно радует, пс4ваня не будут 7-8 лет отдуваться за всех...
 
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