Сравнение мультиплатформенных игр

С PC уже даже не сранивают... заочно PC лучше всех?
ну как тебе сказать, честные 1080р и полный набор эффектов с 60 фпс заочно ли лучше апскейла с 640р до 720п с выключенными или минимальными эффектами и проседающими фпс?)
 
Child of Light
http://www.eurogamer.net/articles/digitalfoundry-2014-child-of-light-face-off

The topic of resolution is particularly interesting where PS4 and Xbox One are concerned. Child of Light provides us with a crisp 1080p presentation, but some evidence suggests that elements of the presentation are derived from rendering at a much higher resolution and then down-sampling - a process known as super-sampling. The lack of long straight edges makes pixel counting difficult, but our analysis throws up two separate numbers for horizontal resolution - 2304 and 2112 were both extracted from the same scene - while vertical resolution is consistent at 1440. This isn't entirely confirmed, then - it may well be the case that a form of multi-sampling is in effect, but the edge-smoothing is quite unlike any other form of MSAA we've seen before.

It's with the PS3, Wii U and Xbox 360 games that we see significant differences. Unlike the Rayman games, 1080p resolution is dropped in favour of a native 720p presentation that gives the game a softer appearance compared to the current generation and PC releases. The form of anti-aliasing is more difficult to pin down here, but we wouldn't be surprised to see super-sampling of some description utilised, bearing in mind that we know that the UbiArt engine is more than capable of sustaining 1080p60 on last-gen platforms. We're a little surprised that Ubisoft elected to use this technique instead of the native 1080p approach found in Rayman Legends that worked so well.

For the most part the same high standards are also in place on the Xbox One release, but there are moments where the engine falters, resulting in brief drops in smoothness and some mild - but noticeable - stuttering. The relative rarity of these inconsistencies mean they have no adverse impact on gameplay throughout most of the experience - at worse we looking at drops down to around the 52fps mark, but usually the impact on performance is much smaller and often goes by undetected when immersed in exploring the beautiful watercolour world on offer.

The last-generation versions put in a slightly more stable performance compared to the Xbox One where frame-rates are concerned, although all three platforms narrowly miss out on a solid 60fps update by one or two frames from time to time. Due to the small nature of these drops the impact on gameplay is non-existent, and for the most part they go by undetected.

Overall, this is a fascinating game with a unique charm that manages to work its magic across all platforms, but for stability and consistency the PS4 version gets the nod on console, while the PC version is certainly worthy of consideration if you don't own Microsoft, Sony or Nintendo hardware.
 
Последнее редактирование:
Я чего то не понял: PC версия Child of light лучше чем Пс4 или нет ?
 
Там дешевле! :)
 
Кроссгенчег =)
Watch Dogs:
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Wolfenstein: The New Order:

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Реально не понимаю где паст, а где карентген.
На светлой картинке молния свитера намного четче и тени более плавные - естественнее и технологичнее. Еще изгиб куртки не угловатый.
На темной же освещение комнаты и рожи лица распределено более натуральнее.
Текстуры куртки и кожи практически одинаковые.

Светлая - с нового поколения, угадал?

P.S. При таких мизерных отличиях оно еще и не 1080p/60fps не тянет? Криворукие разработчики.
 
У хуановской версии SSAO порезали?
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Что нам обещали.
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Что мы получили. Пропали тесселяция, бамп маппинг и DoF.
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Два рыбака друг друга не признали. =)
 
последняя надежда тогда нато, что выпустят спец патч улучшающий графон)
 
Обычный говнопорт с консолей. Для ПеКе это норма. =)
 
Face-Off: Wolfenstein: The New Order
PC, PS3, Xbox One and even PS3 versions compared.
http://www.eurogamer.net/articles/digitalfoundry-2014-wolfenstein-the-new-order-face-off
id Tech 5 was designed from the ground up for 60fps gameplay, so what kind of results could be extracted from it now all the power of the new generation of consoles is at its disposal? With last week's release of Machine Games' Wolfenstein: The New Order, we finally found out. In our initial performance analysis, we went in search of the first cross-platform 1080p60 first-person shooter and while the game mostly delivered, the dicovery of a dynamic resolution suggested that, once again, PlayStation 4 had managed to trump its Microsoft rival.

After first isolating an obvious example of the tech at work on Xbox One, a more detailed look at the captures revealed that both versions of the game achieve their locked 60Hz update by adjusting the amount of pixels rendered at any given point, in effect balancing engine load in order to put consistent refresh and controller response first.

Having now completed our analysis, it's clear that the PS4 gains an advantage with smaller drops in resolution that occur less frequently than they do on Xbox One. Metrics in the area of 1760x1080 are found on PS4, while on the Xbox One this can drop to an extreme of 960x1080 in some scenes. This is usually identifiable by an increase in the amount of jaggies on screen, along with a slightly fuzzier appearance to the already gritty aesthetic that Machine Games employs throughout the game.

Featuring a similar file size on all platforms (around 40GB) the same artwork is used across the PS4, Xbox One and PC versions of Wolfenstein, with environments featuring a mix of incredibly high and extremely low-resolution textures. Despite asset parity, the level of anisotropic filtering is slightly higher on the consoles. Streaming is handled to a similar degree across all formats with variable levels of texture pop-in between the three platforms. There's no clear winner here - all three have issues at various points, although PS4 and PC owners should be able to improve matter by installing an SSD into those systems.

So just how scalable is id Tech 5? The true test of the engine would be to compare the results of the new consoles with the last. Unfortunately Bethesda didn't send us last-gen code, but we borrowed the PS3 version and stacked it up against The New Order running on PS4 to see the key advantages the new consoles bring to the game. Naturally, the target resolution is pegged at 720p on PS3, but a dynamic framebuffer regularly results in sub-HD visuals as the engine attempts to hold a solid 60fps - just as it did in the PS3 version of Rage. This results in a somewhat murkier look, with fuzzier geometry edges - exacerbated by the lack of anti-aliasing - and blurrier textures.
 
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