Сравнение мультиплатформенных игр

Прошёл всего год с выпуска некстгена, а он уже сливает
Сливают нищеброды, которые не могут себе позволить покупать мультиплатформу для консолей по 3000 рублей.
 
Прошёл всего год с выпуска некстгена, а он уже сливает :)
А разве так не всегда было ? Вспомнить тот же Silent Hill 2 на PS2. На компе вышел - и был красивше. Silent Hill 3 та же фигня. Чему тут удивляться ? Нужно в игры играть в не под микроскопом разглядывать, где спрайт кустика лучше. С тем же успехом можно всю жизнь таращится на фотки голых баб, и умереть девственником холостяком.
 
Чему тут удивляться ?
А никто уже не удивляется.
Нужно в игры играть в не под микроскопом разглядывать, где спрайт кустика лучше. С тем же успехом можно всю жизнь таращится на фотки голых баб, и умереть девственником холостяком.
Предлагаю сначала взглянуть на название темы.
 
Пора банить местных фашиков из PC Master Race =))))))
 
Пора банить местных фашиков из PC Master Race =))))))
The-Big-Lebowski-WTF-Expression-While-Checking-Things-Out.gif
 
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Реакции: dimm
Давно пора!Тут форум консолей
 
GTA5
http://www.eurogamer.net/articles/di...x-one-face-off

We've pieced together a lengthy head-to-head video below, slowing the footage down to 33 per cent to better allow these details soak in without YouTube's sometimes suspect image quality. The overwhelming takeaway is that sides of the divide are mostly identical throughout, though as ever, there are exceptions to the rule.

This is, of course, in reference to the foliage cutbacks on Xbox One. As bullet-points in a Face-Off comparison go, we're surprised to find this is in fact the biggest for Grand Theft Auto 5's re-release. The Xbox One version is hardly a barren landscape when taken in isolation, but placed side-by-side with the PS4's woodlands and deserts, it's clear there are distinct contrasts in vegetation density. Some areas are entirely unaffected, but at its most apparent we have grass tufts and ferns stripped from the game world - as shown in one overview of the O'Neil farm.

It's a success story for both PS4 and Xbox One, but one disappointment remains: texture filtering. Though a step ahead of the last-gen standard, the effect is equally sub-par on both platforms in its current state. The perceived effect is an unwanted trail-off to texture detail when seen at a angle, with a blur creeping in near the player's field of view when walking down streets.

Given Xbox One and PS4's near-identical visual setups, you'd expect some margin of victory in performance for Sony's more powerful platform. Targeting a fully v-synced 30fps, it's worth stressing that both consoles are, in the end, surprisingly adept at holding form. An initial hour-long play-test, for example, flags no substantial dips on either console, and only the odd dropped frame interrupts a usually perfect 30fps line. It's a solid performer regardless of which flag you fly.

But once we venture on to later missions, certain buckling points start appearing on each console. For the PS4, this often manifests during speed races through busy downtown junctions, where a drop to 24fps constitutes our biggest performance dip. In running a time-lapse comparison of these grid-locked areas, it's interesting to learn traffic patterns are indeed identical for both platforms - the density of active vehicles is matched for both PS4 and Xbox One, so the Microsoft console's advantage here is probably down to its faster CPU cores. Xbox One, meanwhile, suffers from drops around heavier traffic, but typically to a lesser extent than its PS4 stablemate. The downside for Microsoft's more GPU-restricted platform is in a different area entirely meanwhile; namely, the console's handling of transparency effects such as explosions or water sprays.

Where Sony's hardware soars through one explosive shoot-out with a drug cartel, with its strong 30fps line, the Xbox One picks a rougher path through its prolonged 24-26fps read-out. This may be down to the strain on Microsoft's GPU memory bandwidth in upholding a 1920x1080 output, but adding an excess of alpha effects - which otherwise go toe-to-toe with the PS4's level of effects quality - makes a bottleneck evident here.

Technically, Grand Theft Auto 5 for PS4 and Xbox One is an unmistakable product of last-gen design, but its re-release finesses the visuals enough to make Los Santos well worth revisiting. Both consoles receive even-handed treatment from Rockstar North, starting with the 1080p setup on each, and leading to the boosted texture resolution and broadened draw distances. Given the markdown in foliage density on Xbox One, we're surprised traffic shows no likewise downgrade around the city centre for the console - and that additions such as parallax occlusion mapping and screen-space reflections remain intact.

All of which means the PS4 advantage is based on its higher foliage density, plus its more intense lens flare effect. Otherwise, the visual comparisons and performance metrics paint both versions in a positive light; the 30fps target not being a perfect lock on either, but much improved over last-gen despite the enhancements elsewhere. On balance, at stress points the PS4 wins out on this front; despite dipping further in our racing sequences, the console has no trouble tackling alpha-heavy shoot-outs. On the other hand, the Xbox One betrays its weakness in both scenarios, albeit to a differing extent for the driving sections.

Far Cry 4 (опять киевляне пк-версию зафейлили :nailbiting:)
http://www.eurogamer.net/articles/digitalfoundry-2014-far-cry-4-face-off
Consoles

First impressions of Far Cry 4 on Xbox One are positive. Image quality is very clean and the overall presentation compares favourably to the PS4 game. On close inspections, detail looks a little softer and less refined, but otherwise it holds up very well during gameplay. Pixel counting - not very easy here, for reasons we'll go into later - reveals a 1440x1080p [on Xbox One] framebuffer horizontally scaled up to full-HD resolution (1920x1080), although artefacts from the resizing process appear subdued compared to most sub-1080p games. In comparison we see a native 1080p image deployed on the PS4 that appears suitably sharp, and indeed clearer than the Xbox One game, but the Microsoft console is punching enough above its weight with a presentation that - by and large - defies its sub-native pixel-count.

What HRAA brings to the table is worthy of a Digital Foundry feature in its own right, but let's look at the basics. For Xbox One, the choice of resolution means that scaling artefacts are only apparent on one axis. [...] PlayStation 4 looks even cleaner, mostly because it appears to have access to more temporal data than Xbox One version of the algorithm and doesn't need to upscale at all.

Away from image quality, both consoles share the same core set of assets and effects throughout Far Cry 4. [...]

In terms of console performance, 60fps is out of the question with the level of graphical quality on offer in Far Cry 4's detailed open world, with the developer targeting a 30fps update instead. Both PS4 and Xbox One deliver a fluid and responsive experience where drops in performance are rare and have little impact on how well the game plays - controls have a nice, twitchy feel allowing for quick and precise aiming in fast-paced shoot-outs. [...]

For the most part, both consoles offer up a highly consistent experience, with only a few short dips in more heavily demanding scenes. Explosions and vehicular gunfights see frame-rates briefly deviate from the desired 30fps refresh, but the engine is quick to recover and these blips in performance only happen on occasion - blowing up oil drums and letting off grenades don't always noticeably impact on frame-rate, and this leads to explosive combat sequences playing out smoothly on a regular basis. There are some mild interruptions to the otherwise solid 30fps update when driving across the environment at speed - usually at night - in the form of dropped and torn frames. However, these are generally mild enough to go by unnoticed when playing the game.

Overall, performance sticks closely to 30fps on both consoles, but the Xbox One comes out on top, displaying slightly higher frame-rates during intense shoot-outs and generally fewer dips elsewhere. It's likely that the difference in resolution between the two versions is the cause here, with the Xbox One rendering 25 per cent fewer pixels, and using a less refined version of HRAA into the bargain. That said, the difference doesn't stand out during a general run of play, and neither version suffers from performance issues that get in the way of enjoying how the unpredictable gunfights turn out.

PC

Tessellation is used exclusively on the PC to give trees a fuller appearance, although the effect is hard to pick up outside of still screenshots and direct comparison videos. [...]

Collectively, the extra layers of graphical polish give the game a more refined appearance, allowing natural details - such as the rough texture of brickwork and rock faces - to come to the fore, while the inclusion of HBAO+ and soft shadows brings more realism to how environments and characters are shaded. In comparison, we see the consoles operating using settings that appear to closely match that of the PC version's high preset. [...]

In theory, there's no problem whatsoever running Far Cry 4 on high settings and achieving a 1080p30 presentation on hardware as lowly as a sub-£100 GeForce GTX 750 Ti. In fact, the game even includes a 30fps lock tweakable (the 'sparse' v-sync option) though this introduces frame-pacing issues - using the frame-rate limiter in Riva Tuner Statistics Server is the better option. Scaling up, a GTX 760 handles ultra settings at 30fps well enough, while GTX 780 and higher should in theory give you 60fps in most scenarios with most settings at their max. Combined with the image quality improvements, Far Cry 4 should trounce the console versions - even with the omission of HRAA. Unfortunately, the game is plagued with stuttering issues that have a clear impact on the gameplay experience.

Even with a GTX 980 in play, we still see frame-rate drops as we move around the landscape - with 50ms stutter commonplace. It's particularly bad when driving vehicles, suggesting a background streaming issue. [...]

Conclusion

In terms of the multi-platform comparison, the PS4 gets the nod here for its sharper native 1080p presentation and almost solid 30fps frame-rates. In comparison, the image quality isn't quite as pristine on the Xbox One, although frame-rates are slightly higher under load, but the quality of the presentation overall remains excellent. It's a great buy on either platform.

The PC version could have been brilliant - and in some respects it is - but we're surprised that the game shipped with obvious issues not found in the console releases. On the one hand, Ubisoft deserve kudos for the range of additions made to the game over its console counterpart. They're not game-changing as such - indeed, some of the ultra options show next to no improvement at all - but the overall impression is that high-end GPU owners do get a thorough work-out for their kit, and the Nvidia enhancements (TXAA apart) do help. At the same time, there's enough scalability here that those with entry-level enthusiast gaming hardware should get a decent experience. Unfortunately, the game features the same problem as Watch Dogs: genuine issues with background streaming resulting in off-putting stutter. We're looking into potential user-side solutions, but really and truly, Ubisoft must fix this before we can recommend the PC release.
 
Сони отыгралась за унижение "травой" в прошлом поколении =)) Правда за счет худшей производительности.
 
Третий патч ACU в некоторых местах только ухудшил fps в игре:

Неужели нельзя было толпы народа уменьшить и стабилизировать игру хотя бы на 30 кадрах/с?
 
NX Gamer, оказывается, тоже делает хорошие сравнения, хотя бы на примере GTA5, сравнения с ластгеном

Ну и другие
 
The CREW Face-off:
Среди консолей победителей нет, ПиСи опять на шаг впереди =)

On a technical level, the native 1080p resolution across both consoles is welcome to see, although neither version takes advantage of this benefit due to the poor anti-aliasing, and the appearance of strange artefacts which give both versions a fuzzy look. PS4 owners get better image quality most of the time along with slightly faster LOD streaming, but a curious reduction in bloom effects. Meanwhile, Xbox One gains a small performance advantage, featuring less tearing, but occasionally dropping frames instead. It's hardly a 'win' for either platform then, with each having its own plus and minus points, but neither really providing a definitive version. On balance the PS4 game's slightly better image quality gets the nod here, but considering the gulf in GPU power, the main takeaway is that both versions are fairly close, all things considered.

While the consoles battle it out with their relatively minor plus and minus points, it's the PC that powers away from the pack to take the prize. This may be a bit of a no-brainer, but 60fps gameplay makes a big difference - especially for a driving game. It really helps in improving the responsiveness of the handling, while the extra temporal resolution better fleshes out the more intricate details of the environment in motion. However, image quality remains a disappointment (particularly in terms of anti-aliasing options) and there's little that can be done to improve things, outside of upping the resolution beyond 1080p. But on the flip side, The Crew appears to be very well optimised in other areas, with 60fps achievable without the need for ultra-expensive components.
http://www.eurogamer.net/articles/digitalfoundry-2014-the-crew-face-off
 
За что, собственно, и уважаем Nintendo:
Digital Foundry vs Captain Toad: Treasure Tracker:
"In a market dominated by broken software, Nintendo's latest is polished perfection"
In retrospect, 2014 has been a particularly disappointing year when it comes to properly finished game releases, with plenty of AAA releases hitting the market with show-stopping bugs. We've reached the point where original retail copies of new games have become almost useless without copious amounts of patching.
While Captain Toad: Treasure Tracker may not be a particularly ambitious game, Nintendo still deserves serious credit for continuing to release such finely tuned work. It's Nintendo doing what Nintendo does best.

It's a simple, streamlined title that looks great and plays beautifully. It's within this limited scope that the team at EAD Tokyo has found an opportunity to craft some of the most attractive visuals seen on the Wii U to date.

As in Super Mario 3D World, Captain Toad delivers a 1280x720 image with limited edge smoothing - the game is certainly crisp and colourful but would definitely benefit greatly from improved anti-aliasing, as many edges completely lack any sort of smoothing - particularly in stages with darker colours. Still, with the simple and clean artwork here, image quality is perfectly acceptable and aliasing does little to spoil an otherwise gorgeous game.

Much of Treasure Tracker's beauty stems from its simple yet brilliant visual design, which sees a series of nicely detailed, Mario-flavoured stages transposed over colourful backgrounds.

Then there is the matter of performance and it's here that - once again - Nintendo delivers the goods. It may seem like a given that a game such as this would operate at a smooth 60fps but that's not always the case; there are plenty of puzzle/platform games available on even more powerful platforms that fail to deliver such a consistent update. Given that Treasure Tracker is even more confined than Super Mario 3D World, the engine never really misses a beat handing in a flawless performance profile. This game simply does not drop frames - at all.

Ultimately Captain Toad: Treasure Tracker is another must-have title in Nintendo's expanding lineup of Wii U software - a game that is perfectly realised within the constraints of the system, achieving everything it sets out to accomplish. It's an approach we'd like to see more developers take - to find beauty in restraint. This is the type of game that will remain fun to play years down the line, well after the Wii U is off the market, and the product you get on the disc is all you'll need. In that sense Nintendo is still delivering products today just as they have for decades - an almost flawless consistency that's a rare and precious thing.
http://www.eurogamer.net/articles/digitalf...reasure-tracker
 
Непонятно почему не смогли вытянуть 60fps на приставках =)
 
Просмотрел первый ролик, разницы не увидел. В каком моменте из 4 минут, должна быть заметна разница? На какой минуте и секунде?
 
Разница в частоте кадров. Если медленный интернет и браузер что либо кроме Хрома, то разницу ты не увидешь.
 
На консолях даже тени в худшем кач-ве (middle и low настройки для ps4 и xbone соответственно), что-то крапком намудрил.
 
Читал, что этот ремейк даже хуже оригинала на CG. Много где порезали анимацию окружения.
 
Разница в частоте кадров. Если медленный интернет и браузер что либо кроме Хрома, то разницу ты не увидешь.

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.
 
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