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Кому говнеца на лопате? ФПС отстой в обеих версиях. Физика полный отстой. Где вы видели, чтобы гиперкары при езде по гоночным трассам тряслись как УАЗики при езде по шпалам?
Ну откуда?Шо, никогда на жОсткой спортивной подвеске не ездил?
А я еще жаловался почему в pCARS не добавили тряску =)Где вы видели, чтобы гиперкары при езде по гоночным трассам тряслись как УАЗики при езде по шпалам?
А я еще жаловался почему в pCARS не добавили тряску =)
Если видео с реального геймплея то игра как минимум для домохозяек ))А я еще жаловался почему в pCARS не добавили тряску =)
У тебя разрабы деньги с карты спиздили что ли, че ты доебался до этой проджект карс?:rage:Физика Прожект Карс.
Потому что игра редкостное говнище, халтура и клон NFS SHIT`а. По-хорошему таких разрабов надо в топках сжигать.У тебя разрабы деньги с карты спиздили что ли, че ты доебался до этой проджект карс?
Тебе обязательно говно на вкус попробовать, чтобы узнать что это говно? Весело живёшь.Да как можно об этОм судить то ? Игра не вышла еще. Рецензий нет. Но ты уже все знаешь.
According to an enthusiastic tweet by creative director Ed Boon, native 1920x1080 visuals and a 60fps update are the goal for Mortal Kombat X. However the reality is somewhat more complicated, as the resolution does vary between platforms while frame-rates fall short of the desired 60fps ideal in a number of areas. Booting up the PS4 version for the first time, we can confirm a 1080p resolution is in place along with anti-aliasing that falls closely in line with standard FXAA. Thankfully, sub-pixel heavy structures in Mortal Kombat X are rare - an aspect that post-process AA algorithms usually fail to correct - and so the use of FXAA works well in addressing the subject matter. However, some light texture blurring is present as a side-effect, meaning fine details in the artwork don't pop out as noticeably as they could do.
In comparison, the presentation of the Xbox One release isn't quite as refined: details are softer while edges feature a slight fuzziness not visible on the PS4 game's native 1080p image. In this case, pixel counting strongly indicates a drop in horizontal resolution, which hovers in the region of 1360x1080 to 1344x1080 instead of the more common 900p setup used on the platform. Anti-aliasing appears identical to the PS4 game, and the coverage provided by the FXAA helps to smooth over upscaling artefacts to a degree.
From a multi-platform perspective, the PS4 game clearly leads the way with its native 1080p presentation and solid level of performance during gameplay - outside of the slight judder in story cut-scenes we're looking at a locked 30 and 60fps throughout. Meanwhile, Xbox One holds up reasonably well given the sub-native presentation, although the reduction in horizontal resolution results in poorer image quality and some partial degradation in artwork quality. Performance shouldn't be an issue for more casual players, with its occasional 1-2 frame drops small enough to pass by unnoticed. However, hardcore players will be better served by the PS4's solid frame-rates.
Usually, the PC version of a game manages to brute force its way to the top spot with higher graphics presets, resolutions, and frame-rates compared to consoles. However, this isn't quite the case with Mortal Kombat X. The mild boost in texture decal resolution adds an extra layer of refinement to its visuals, but the game is partially let down by the 30fps performance cap during X-rays and fatalities, which serves little purpose on a constantly evolving platform. Combined with the horrible black crush that effectively ruins the cut-scenes central to enjoying the single-player story mode, this leaves us with the impression we're not getting the best experience. Hopefully High Voltage Software - the studio behind the PC release - can address these issues in a future update, but right now the PS4 game is the best way to take the fight to Shinnok in this new Mortal Kombat.
Там видимо не только руки но и мозги в общем.Лучше бы залочили для консолей фпс на 30, коли руки из жопы растут и в оптимизацию не смогли. Просадки до 20 кадров для игры не в открытом мире это позорище.
Resolution:
As confirmed by the team itself, Sony's machine continues to push out a native 1920x1080 image, while Microsoft's hardware musters an upscaled 1600x900. The results are unfortunately not always flattering for Xbox One's final image, even with the team's choice of EQAA in place (also in effect on PS4).
AA:
On PS4 this works well with the native 1080p framebuffer, and the final picture is much better presented. Geometric lines are mostly clear, though it's still vulnerable to other forms of artefacting we'll cover shortly. Xbox One doesn't fare as well, producing more visual noise on metal barriers, while chrome highlights on cars in the garage suffer from glaring saw-tooth artefacts. Motion blur is in effect on both, which helps to hide most of the flickering during a drive. Even so, the black contours in cockpit view are a constant reminder of Xbox One's lower resolution base image.
By comparison, the PC's image is set to 1920x1080 for our tests, and we're offered a huge range of in-menu options to treat aliasing. Slightly Mad provides the full toolkit: multiple levels of FXAA, SMAA, and MSAA are all present and correct.
There's no way consoles can compete with that, but the PS4 edition has an interesting workaround. In addition to EQAA, a 'temporal aliasing' pass is added to the Sony release, blending the previous frame with the current one to reduce flicker on moving objects. During gameplay this works surprisingly well in minimising pixel crawl, but the implementation here is a divisive one. The downside is simple: it creates a ghost image that's very easy to spot in static images, and the effect is noticeable in motion too.
AF:
Unfortunately, texture filtering isn't a high point for Project Cars. Ground textures on console make use of what appears a match for PC's 4x anisotropic filtering mode, though PS4 produces blurrier results than Xbox One overall. It's not a concern when a race kicks off, but waiting at a starting grid shows these crisp textures tailing off sharply in quality within a few metres - especially on Sony's console. PC surges forward here with its top-end 16x setting, and circuits like Willow Springs International Raceway benefit hugely from an ultra grass setting, increasing the range at which small foliage is rendered (where consoles use the PC's low setting).
Shadows:
However, as spotted in the hands-on build, Xbox One produces aliased shadows while in cockpit view that aren't noticed on PS4.
Performance:
As established in our earlier analysis, PS4 does also have an advantage in performance. To re-cap quickly, Project Cars' read-out is typically 60fps in its career mode, with tearing and drops below 50fps once rain kicks in. Stress-tests also show a PS4 advantage once 30+ cars are engaged, while Microsoft's platform takes a bigger hit on hectic races with heavy alpha effects. Tearing is constant in these 30-40fps stress-test scenarios, but in the interest of keeping render times as close as possible to the 16.67ms target, dropping v-sync helps to keep the visual update as rapid as possible - if at a cost to image quality.
With regards PC optimisation, the state of performance is uneven between the two major GPU vendors right now. As it stands, there is a trend of AMD cards falling short of their Nvidia's equivalents; even the top-tier R9 290X reportedly struggling against a lowly GTX 760 at 1080p and high settings. We carried out a very quick replay test using the R9 290X and the GTX 970 - two pretty closely matched cards - finding that the Nvidia advantage in one specific scene was a mammoth 77 per cent, with generally poor performance on the Radeon card overall. Based on the results Slightly Mad has achieved with AMD hardware on console, clearly the codebase isn't badly optimised for GCN hardware, suggesting a driver issue is to blame.
Verdict:
Slightly Mad Studios' racer leaves a high watermark for Polyphony Digital and Turn 10 to match in the coming years. Crucially, both console versions get the attention they deserve, and between the huge car count, dynamic weather and use of PhysX, both PS4 and Xbox One retain many of the PC's version's best features. They aren't perfect; 60fps isn't a lock and bouts of tearing flare up in both - but Project Cars' ambition still vaults it ahead of most racers in the console space. And between the two, though many settings are matched Sony's platform is the easy pick due to its sturdier frame-rate and its native 1080p resolution.
It's something of a cliché to put PC in pole position, but in this case it needs extra emphasis. The higher grade particle effects, reflections and superior car models bring an obvious difference over what PS4 and Xbox One achieve. By comparison it's one of the starker contrasts next to current-gen releases - though the hardware needs to be there to back it.
Пздец...Кроме, в который раз ужасной анизотропки и гостинга на PS4. Причем гостинг такой, что лучше бы был скрин-тиринг =)
Purely in visual terms, PS4 and Xbox One miss out on PC's ultra-grade settings in several areas, but the game still looks complete on each. At its core, REDengine 3 drives a high level of foliage detail on console - perhaps the greatest density of plant-life since the original Crysis, rendering trees in at a surprisingly long range. Factoring in time of day, weather systems and rolling clouds, The Witcher 3's physically-based lighting model also impresses, with shadows spread dynamically from each swaying branch, and light shafts flitting between each leaf. In the right light, the final result helps even the bleakest points in No Man's Land's marshes to achieve a great sense of atmosphere.
With consoles set to patch 1.01 and PC at the latest 1.03, it's fair to say only PS4 can compete with a mainstream gaming PC in terms of pixel-count. Rendering at a native 1920x1080, Sony's platform gives a far crisper looking image at every turn, flattering the game's foliage-heavy details at range. Meanwhile, the promised 'dynamic resolution' solution on Xbox One doesn't appear to hit the 1080p target in any of our samples. Instead, for the most part the game renders at 1600x900, with only video cut-scenes providing true 1080p output for any noticeable length of time.
PC sets itself apart in several key areas though. With foliage visibility range set to ultra, we get trees, plants and accompanying shadows rendered at a range far beyond anything possible on console. By comparison, PS4 and Xbox One treat each of these variables individually; trees use an equivalent to its medium setting, while foliage is on high, and shadow draw distance is low. It's a hybrid setup that can only be matched on PC by tweaking its .ini file variables manually (found in your documents folder). However, on the console front, both are exactly matched with each other in this area.
This granular approach to optimising for PS4 and Xbox One applies to texture quality too. Here we get a mixture of the PC's medium and high settings, based on which segment of the world you inspect. As a rule of thumb, consoles rarely match PC's best 2024x2024 resolution textures, though low-priority objects with blurrier maps are shared for all three versions. Ground textures in almost every case lack PC's sharpness, and also fall short of its 16x anisotropic filtering. Xbox One gives the worst results here, and in Novigrad City's main plaza, PS4 hits a mid-point in filtering quality between the other two platforms.
Added to that, physics are greatly improved on the PC release. Water quality is set to high on PS4 and Xbox One, enabling water simulation that has boats rocking with oncoming waves. However the water detail is of a much higher quality on PC
The remainder of the graphics presets are identical, even down to shadow quality and foliage density - both PS4 and Xbox One using the medium setting in each case. This is backed by screen-space ambient occlusion (SSAO) on console, a lower resolution form of the HBAO+ mode offered on PC.
As mentioned, the use of SSAO on console is easily the biggest difference in this post-process category, where the cleaner look of HBAO+ is sadly a PC-only feature.
Running through the game using our preferred budget PC set-up, featuring a Core i3 4130 and an Nvidia GTX 750 Ti, we found that we could achieve visual quality and frame-rates equivalent to the PS4 version of the game
Having played all three versions extensively this week, it must be said PC is a must for its extras, as well as for its solid, multi-threaded optimisation across all setups tested. On the console front, as of update 1.01 the PS4 version is king thanks to a cleaner 1080p image and slightly smoother frame-pacing - though we hope its hitches are addressed soon in a patch.