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Но комп всё таки на первом месте. В далёком 2007 я совершил ошибку, которую больше никогда не повторю. Вместо апгрейда компа купил PS3. Из интересных эксклюзивов тогда был только Моторшторм. Играл я в него много, но одной игры мало. Поэтому пришлось покупать мультиплатформу, что бы хоть во что-то играть. И перебивался играми из PSN. В итоге всё равно через 1,5 года купил новый комп за 20 000. Зато на мультиплатформе сэкономил все 50 000. Судя по последним новостям ближайшие года 2-3 на PS4 тоже ничего кроме мультиплатформы и ХэДэ переизданий не будет. Так что ПеКа форева.Всё-таки, самый оптимальный набор - это комп и одна консоль.
Straight away we can pinpoint a clear technical advance in Dark Souls 2's resolution of choice, where it's now a full native 1280x720 on both PS3 and 360. On paper this should count as a massive boon to its presentation, but in practice the boosted pixel count only faintly improves image clarity over the original Dark Souls' 1024x720 frame-buffer. A reliance on a post-process edge filter is to blame: it's an effective aliasing-killer, but many highlights in texture-work and alpha effects are dulled, and on both Sony and Microsoft platforms alike the game produces a softer image than we'd hoped. Nevertheless, it's an improvement - and a positive start as we venture deeper into a game world that promises to be the team's largest yet.
On reining in our lossless captures for close analysis, we find visual differences between the two versions are few and far between. In a nutshell, the greatest advantage on the PS3 side is its superior texture filtering, where the cut-off distance on 360 is much closer - causing a blur to appear on floors at a nearer proximity for that platform. Perhaps more noticeable is the 360's own advantage, where higher resolution alpha effects are in place for bonfire flames, exploding projectiles and waterfalls. These effects appear to run with cut-down levels of detail on Sony's platform, which creates more pronounced aliasing artefacts when overlapping with nearby geometry.
All of which leads us to a crossroads when recommending one version over the other. On the one hand, if you can't bear the thought of playing through a Dark Souls game with heavy tearing, the PS3 version is the only way to go for now. Performance is largely a sub-30fps affair for Sony's console, but thanks to an engine revamp with more aggressive LOD scaling, we have yet to experience sustained drops as egregious as the original Dark Souls at its worst. For the smoothest performance though, the 360's ability to push 30-40fps at most points is worth considering among those tolerant of tearing artefacts.
It's not a clear-cut answer then, and to top it off, there are some other minor considerations. Both games run at the same resolution with identical assets, though superior alpha effects on the 360 counts as a positive for that console. The better texture filtering on PS3 is a curious plus for Sony's platform also, and its free online service may be enough to curry favour among regular PvP players. Either way, throughout the rebuilding of its engine, this looks, plays and feels like a Dark Souls game, and fans will be well served by the core experience on either platform.
Ну может когда-нибудь нам выдадут ту bullshot'ную версию, хотя бы для некстгена (на пк уже и не мечтаю, опять кривулька будет)![]()
Bearing in mind this particular focus, it should come as little surprise to see that Titanfall's assets and rendering properties are almost a complete match between Xbox One and PC. The console gains access to the "insane" texture quality levels of the computer version - which requires a 3GB video card to run smoothly - and aside from an "only noticeable in still shots" downgrade to shadow quality, most of the rendering assets are very close indeed between both versions.
The 792p resolution on Xbox One is a curious one. It's a 21 per cent increase over 720p, and the use of multi-sampling anti-aliasing makes it punch a little above its weight in an era where the more usual post-process AA can actively harm image quality at lower resolutions (as seen on Battlefield 4 on Xbox One). However, when we first saw Titanfall, we were pretty certain we were seeing 720p or something close to it (1366x768 perhaps). We remain curious about why Respawn would choose this particular framebuffer size, as that additional 21 per cent of resolution isn't giving us a boost in quality commensurate with the GPU resources being allocated to it. The question is, could that graphics power have been better deployed elsewhere?
There's been plenty of talk about Titanfall's sub-native resolution, but while that is not exactly ideal, the biggest problem we have with the game in its current format is that the magic combination of ingredients that made Modern Warfare work has come slightly off the boil here: the Xbox One version simply cannot sustain the required 60fps. The consistency in performance just isn't there and so the gameplay often doesn't feel quite right.
So, just like the beta, we see Titanfall frame-rates on Xbox One dip into the mid-30s at its worst, and at those points the rock-solid consistency we saw in the early iterations of the Modern Warfare experience is gone, and with it - arguably - the essence of the "twitch" shooter. In mitigation this does tend to happen while you're seated in your Titan, so the need for ultra-low latency controls is lessened, but there's no doubt that the player's immersion in the experience is dented by the compromised performance.
Respawn's adaptive v-sync decision works out OK for general, on-foot pilot gameplay but there's still too much of the 'adaptive' and not enough of the 'v-sync', resulting in an obvious tearing that impacts visual consistency. However, the effects vary: with little in the way of left/right panning, it manifests almost like a 'wobble' - noticeable, but nothing that unduly affects the quality of the gameplay. However, in the middle of pitched battle, with the player spinning around to tackle new threats, the tearing is very obvious and highly distracting.
Well, we put some time into this and didn't spot any single-digit frame-rates, but this is clearly a great way to stress-test the game, and we can well imagine that if all 12 Titans were let loose in a confined space, frame-rates could plummet to a noticeably unacceptable level.
We ran the game on our recently constructed "next-gen" Digital Foundry PC, pairing a six-core AMD FX-6300 with a GeForce GTX 760. Texture quality needs to drop to very high, but otherwise, everything is on max and we can hit 1080p60 with lashings of anti-aliasing, but the performance level is not sustained - but still a clearly noticeable improvement over Xbox One. Frame-rates were OK overall, but it's a little sobering that the same machine achieves a higher overall performance level on Battlefield 4 on high settings. We also tried our high-end games machine featuring an overclocked Core i7-3770K matched with a GTX 780. At this point we could run Titanfall on insane texture settings with maximum anti-aliasing with just occasional stutter at 1080p, but we lost the 60fps lock when ramping up the resolution to 2560x1440.
When we spoke to Respawn producer Drew McCoy at Gamescom last year, we were fully onboard with the "frame-rate is king" response when we asked about the possibility of 1080p60 on Xbox One. The key to the best Titanfall experience is all about the frame-rate - it's a crucial element of the interface between player and game and it's a core element in defining the gameplay. The end product is still a massive entertaining, highly playable piece of software, but on Xbox One at least, the performance level clearly isn't anywhere near locked to the magic 60fps, with Respawn sailing dangerously close on occasion to nerfing the the magic formula that makes this game great.
By and large, when you need the signature twitch-levels of response, Titanfall delivers, but it does so at a price - eye-rending screen-tear. That's a compromise that the erstwhile-Infinity Ward team members never implemented during their run on Modern Warfare and we were surprised to see it manifest so obviously here. As a result, the pure thoroughbred arcade experience that defined Call of Duty and is instrumental to Titanfall's success is left somewhat compromised, with a level of visual artefacting that frequently looks plain ugly.
To be clear though - while this is an easy win for the PC, any Titanfall purchase is still a good one. Respawn's focus on technology to facilitate fun as opposed to pushing back the frontiers of rendering has paid off, and while the Xbox One game has its issues, there's no doubt that the experience is enjoyable. However, from everything we know about the studio and what it sets out to achieve with its games, we can't help but feel that Xbox One under-delivers while the PC game is much closer to the experience the developers set out to create.
Titanfall has clear performance issues on Xbox One, but it's still a fun experience. However, when playing on PC, the fluidity in refresh, response and control is leagues ahead.
Не понял о чем ты... Что значит ничего не изменилось? В сравнении с чем ничего не изменилось? О___о...Сравнение GZ (ничего не изменилось, разве что у PS360 версий разрешение оказалось 992x720)
http://www.eurogamer.net/articles/digitalfoundry-2014-metal-gear-solid-ground-zeroes-face-off
свежо предание да верится с трудом)Раньше Конами разместило своё сравнение по платформам.
Чему именно не веришь? Вскрытие уже былосвежо предание да верится с трудом)
1080p + 60 fps)Чему именно не веришь? Вскрытие уже было![]()
Overall, the work RedLynx has put into optimising Trials Fusion across all four platforms is impressive. The PC release stands ahead of the pack by a notable margin thanks to its higher-quality alpha effects, fully v-synced playback and the potential for better texture streaming via SSD, but despite a few small shortcomings, the PS4 and Xbox One versions translate the experience across with little left on the chopping board.
It falls to resolution to define the better console release - and in this case the PS4's full 1080p native resolution gives it a clear edge. For the most part, the Xbox One's updated 1600x900 framebuffer comes respectably close in motion, but for clinical, bright indoor areas the increased pixel-crawl is a distraction. Both versions suffer from texture pop-in and occasional tearing in different areas, but otherwise they each offer a very strong experience.
Trailing behind the pack is the 360 release, but it speaks to RedLynx's commitment to 60fps that everything from ambient occlusion and texture quality to background geometry is dialled back or removed to hit this target. Plain as it looks by comparison, then, the core level design is identical to the more lavish releases, leaving us with a solid rendition.
PC is the best of the four, then, with PS4 coming closest to matching it, but from a gameplay perspective you can't go too far wrong with any of them.
http://www.eurogamer.net/articles/digitalfoundry-2014-lego-the-hobbit-face-offDespite the change in art style, the basic rendering set-up remains unchanged from Lego The Movie. The PS4 game offers up a 1920x1280 image vertically super-sampled down to 1080p, providing extra anti-aliasing in the process, while Xbox One operates natively in 1080p and PC can do that and more. All three utilise similar forms of post-process anti-aliasing, although coverage seems to be a tad spottier on the PC in certain areas.
Once again it's up to the PC version to provide the main differences, although as with recent next-gen Lego titles, it's not always for the positive reasons you might anticipate. In fact, there are a number of effects that either appear to be pared back or removed on PC. The reasons for this aren't always clear, but one cause could be the developers supporting older GPUs that predate the latest DirectX 11 feature-set, with newer effects hacked in to work using an older API and running into problems as a result. (The minimum requirements show support for DX10, along with the Nvidia GeForce 7600 GS or ATI Radeon X1950 Pro graphics cards.) Either way, it means that PC owners see some small but curious graphical differences.
So, it's perhaps unsurprising that once again we find camera and object blur are dialled back, while screen-space ambient occlusion seems to be entirely absent. Interestingly, checking the game's 'pcconfig.txt' file shows that SSAO is enabled by default, even though there is little evidence to suggest it in practice. Some ambient occlusion is baked onto the textures, though, which means that environments still benefit from a little indirect shadowing and the extra depth this provides.
Curiously, shadows are rendered in a lower resolution than on consoles too, and there are also a few instances where certain details appear scaled back on the PC - such as the reduction in the level of grass located in a few locations. However, if we look more closely it seems as though the grass has simply sunk into the ground, leading some of the small shoots to disappear, which seems like a rendering or geometry error more than a deliberate reduction.
Slightly lower-quality level-of-detail models are also used for the characters. Up close the smooth contours of the Lego Minifigures appear a little blocky around their claw-like hands compared to PS4 and Xbox One, while the textures feature UV mapping errors where the 2D artwork isn't wrapped across the geometry correctly.
From a technical standpoint, there isn't much to shout about or choose between across the PC, PS4 and Xbox One versions, although PS4 has the smallest of leads in image quality if you're determined to be picky, while the PC version's 60fps refresh makes for the best-possible gameplay experience - despite a few glitches and toned-down effects that feel out of place in what could easily be the flagship version of the game.
http://www.eurogamer.net/articles/digitalfoundry-2014-dark-souls-2-pc-face-offDark Souls 2 PC: the Digital Foundry verdict
From Software is no longer dipping its toe in the PC pool as it was with the original Dark Souls port - it's swimming with confident strokes. The visual distinction from 360 and PS3 isn't always massive in terms of core asset-work, and sadly the aesthetic is still no closer to the alpha footage seen at last year's E3. But that's fine. What we do have is a bevy of graphics settings, opening the gates to smoother shadows, slightly higher-res textures, as well as overhauled normal maps not seen on the console versions - plus a reduction in LOD pop-in. On top of that, unleashing the game at 1080p or more lets many of these visual augments stand out as they should.
Such refinements help position the PC version as the definitive release, but none are more crucial than its ability to hit a stable 60fps. Coming from the sub-30fps playback on console, the PC release is a breath of fresh air when played on anything from a lower-end AMD HD 7790 to the high-flying Nvidia GTX 770. Optimisation across a range of GPUs is much more on-point this time, and the accuracy of controls when parrying, or cuing a timely defensive roll, makes the game much more satisfying in action.
However, certain technical hiccups do overshadow this port job. While no stability issues affect our play-through, lock-ups are reportedly a widespread frustration for those booting the game while outputting through HDMI or using control inputs besides an Xbox 360 pad. Glitches such as these urgently need addressing, though fortunately Namco Bandai confirms that each case is being investigated. It's a tedious hurdle before an otherwise-appealing PC port then, but if you can work around it until a patch arrives, Dark Souls 2 has never looked or played better.