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http://www.eurogamer.net/articles/digitalfoundry-how-sony-santa-monica-mastered-the-ps3On the face of it, we're in standard remaster territory: both versions output at native 1080p, boosting image quality over their sub-720p setups on PS3 and Xbox 360. However, everything else remains as you remember it: each game maintains the exact same draw distance range as the older console releases, while texture and shadow quality is identical.
If what we're looking at is an HD remaster by the numbers, the situation swiftly goes downhill from there. The first Prototype remaster plays at 30fps with adaptive v-sync on Xbox One, dropping to the mid-20s with tearing once explosives are triggered. It's generally solid - and playable enough - but a touch under-ambitious given the plain, repetitive design of the world.
The real salt in the wound is how Xbox One's delivery of Prototype 2 compares to last-gen versions. Neither PS3 or Xbox 360 exactly aced it on this front; the Microsoft release suffered from heavy tearing and worse frame-rates overall, leaving PS3 the victor in our original Face-Off. In direct comparison, Xbox One struggles to even match the 360 version at points, falling as low as 18fps during a fly-over of the city (during which last-gen consoles lock to 20fps via a double-buffer v-sync).
Worse still is the fact PS3 completely overshadows Xbox One in playability. Throughout our tests, Sony's last-gen machine runs with no tearing at all, and yet still manages to consistently best both Xbox machines in frame-rate, both old and new
Как портировали, так и идётXb1 версия ремастера Прототайпов идёт хуже, чем на PS3
Отличий в графе тащемта особо нет
Digital Foundry: Uncharted: The Nathan Drake Collection is more than just a remaster
It starts with the game's beating heart - the game engine. While Gears of War 4 is in development using Unreal Engine 4, Gears Ultimate instead opts for more familiar ground - the original 2006 source code. From the beginning, the Ultimate Edition was designed to capture the original experience as accurately as possible while updating its presentation for the current generation. More recent versions of Unreal Engine 3, and even UE4, were considered early in development, but the decision to stick with the original codebase was made in order to preserve the original simulation. Re-scripting things such as enemy behavior in a new engine would have changed its core DNA, resulting in something that wasn't quite Gears of War. Despite the huge visual upgrades, authenticity to the original experience is a key component of the Ultimate Edition.
This approach also extends to map design - the original grey box map layouts were kept in the transition but virtually everything else was tossed out. Every asset was compiled and re-authored at a much higher fidelity before being placed back into the game. It's an approach not unlike that of the Halo Anniversary remasters - keeping the original simulation and level structure while improving the overall presentation. Unlike Halo, the requirements necessary to run both the original version of the game and the Ultimate Edition simultaneously were simply too high, making it impossible to toggle between the two versions on the fly.
Once in-game, the improvements are immediately evident. The original 720p presentation has been bumped up to full 1080p across both single and multiplayer modes. Anisotropic filtering is in full effect, keeping surfaces looking crisp and clean at any angle, while anti-aliasing is tackled with a pass of FXAA. Specular highlights are toned down significantly from the original Gears, helping to keep shimmering at bay - aside from the wet and wild Act 3, of course. Image quality isn't perfect by any means, but modern, higher-grade FXAA and the full HD resolution still produce results much cleaner than the original game on Xbox 360.
On the other side, certain atmospheric effects fall a little short. The most significant loss centres on the Kryll that appear in Act 2. The original sequence on Xbox 360 features a remarkable swarming effect complete with appropriate post-processing. It's an effect that still holds up brilliantly today. In comparison, their appearance in Gears Ultimate feels a bit off. The pattern is much less dense and post-processing is kept to a minimum. It's not ugly, but it's a far cry from the effectiveness of the original implementation.
The rain featured in Act 3 is also an interesting change. The original game uses flat, transparent rain textures criss-crossed across the level with a panning effect used to simulate motion. In comparison, Gears Ultimate employs a GPU-accelerated particle emission system that renders individual drops of rain within a 3D space. Unfortunately, the effect itself isn't quite as effective at building atmosphere as the original, paling in comparison to other advanced UE3 rain simulations such as the one used in Batman: Arkham Knight or even Thief.
Interestingly, rain textures similar to the original game do appear to be used around light sources. The headlights visible on the junker at the start of Act 3 use this effect to simulate light playing off of the rain as it falls. But the new GPU-accelerated feature is clearly expensive from a computational standpoint so not unsurprisingly, the density of the rain is also reduced in split-screen mode.
In some respects, the fact that the Ultimate Edition remains so faithful to the original may actually wind up being one of its weaknesses. Gears of War was basically the progenitor for the cover-based shooter of the last generation, but a lot has changed since its debut, and as a result, its gameplay may feel dated for some. On the other hand, it preserves everything that was core to the experience, while bringing many of its most dated elements into line with a modern, current-gen release and as an overall package, it works. We enjoyed it a lot and feel that it's a highly worthy remake, but with its gameplay elements firmly rooted in the past, it may not be for everyone.
+ Better resolution on PS4
+ Better AF on PS4
+ Better motion blur on PS4
+ SSS on PS4
- Double buffering (down to 30fps even when the fps drops to 50fps) in cutscenes on PS4.
Вот это дефенитив эдишн. Всем дефинитивам дефинитив =) Порт какой-то древней игры, который на древних карточках шла в 60fps, тут идет в гордых 30.Coming up to its three-year anniversary, it's fair to say that the look of the UE3-powered title hasn't aged particularly well when viewed through a full HD lens, though the gameplay still captivates. Both consoles hand in a native 1080p image, bringing with it a substantial boost in clarity and sharpness over the 720p last-gen releases. That full HD presentation is backed by run of the mill anti-aliasing - and based on a comparison with the PC version, it looks like standard FXAA is in play on both PS4 and Xbox One.
Curiously, there does seem to be a small amount of variance in the overall coverage offered by the AA solution, producing a slightly sharper image on Xbox One with distant scenery lacking the mild softening effect that appears sporadically on PS4. However, shimmering around fine details is more commonplace across both near-field structures and those further away from the camera, while long edges lack the same level of smoothness compared to the other platforms. Here, the PC game offers the most refined presentation with the PS4 following behind. On PC we opted for FXAA for our captures, which provides a smoother image than the MLAA alternative, at the expense of a slight blur to texture clarity.
The Definitive Edition tagline suggests that the PS4 and Xbox One versions of Dishonored are treated to an upgrade over the original game in some form. Some improvements are made, but in practice the amount of work carried out on the game appears fairly minimal and the core graphical look of the game falls into line with the PC version running at the high preset (maximum settings) with just a few tweaks in several areas. Alpha-based effects and post-processing elements such as depth of field and motion blur also appear identical across all three platforms.
Texture quality differences are few and far between, but surprisingly they do crop up occasionally as we traverse various locations in Dunwall. For example, a few surfaces on the PC game display an additional layer of texture mapping not present on the PS4 and Xbox, mildly enhancing the appearance of incidental details across the environment in some locations. The difference is barely noticeable, but it does add a little more refinement to scenes missing on PS4 and Xbox One. Elsewhere, texture filtering takes a hit on the PS4 with a trilinear implementation visibly impacting texture quality on distant scenery and surfaces when viewed off-axis. By comparison, a high degree of anisotropic filtering is present on both PC and Xbox One, better preserving the quality of the artwork.
Out of the two consoles, the PS4 offers up the most stable experience with the occasional tear going by completely unnoticed, and during gameplay it appears as though we are looking at a solid 30fps. The Xbox One doesn't quite manage to achieve the same level of consistency, but performance rarely impacts upon gameplay in any meaningful way; tearing occurs a little more often, resulting in some mild screen wobble in fast-moving scenes - particularly when deploying the blink ability to teleport short distances across the environment - but otherwise it isn't a big deal. Frame-rate does suffer a little more noticeably when entering a new area for the first time, which causes visible stuttering to occur for a brief period of time. Thankfully this goes away after a few seconds and gameplay quickly continues on as before
http://www.eurogamer.net/articles/digitalfoundry-2015-mad-max-performance-analysisIn terms of multi-platform comparisons, both console versions of Mad Max operate natively at full 1080p, with the Xbox One game matching the PS4 in the resolution stakes pixel-for-pixel - a pleasant surprise considering the resolution differential in many top-tier games.Edge-smoothing looks impressive, most likely handled by a custom anti-aliasing algorithm (Avalanche has a history of experimenting with its own techniques in this area). While the details on the actual AA implementation remain unknown right now, the technique in play here works well in tackling jaggies when exploring the vast wasteland, with rocky canyons and sand tunes appearing suitable smooth. That said, sub-pixel details aren't handled quite as successfully and shimmering across small objects and more intricate structures is noticeable when exploring outposts scattered across the post-apocalyptic landscape.
An initial gaze across the rest of the game's graphically rich visuals reveals a welcome level of parity across both consoles, with the same core art and effects work deployed equally in almost every area between the two formats. Texture filtering, depth of field, motion blur, and shadow quality all match up nicely to the point where differences you may see in our media are mostly a product of a dynamic time of time system, where slightly variances in shadow position and lighting occur depending on how quickly we complete certain missions.
So far we are looking at a match between the two consoles in pretty much every area, although in a few scenes some unexpected differences do crop up. The appearance of lower resolution normal maps on some parts of Max's character model on the PS4 is a curious anomaly, with tears in his shirt and dog tags appearing sharper on Xbox One. The lighting in the opening cut-scene scene also appears harsher and more washed out on PS4. When gameplay finally begins, the lighting model equalises, suggesting that the initial difference in the opening scene is nothing more than a small platform-specific anomaly. Likewise the normal map/texture issue on PS4 also seems like a small technical glitch, as this aspect of the game appears consistently identical everywhere else.
Avalanche Studios is on cue to deliver a technically solid multi-platform release with both consoles receiving the same core level of visual quality. Impressively, the decision to target native 1080p on Xbox One also comes without any repercussions in terms of performance. In fact, frame-rates are slightly more stable on the Microsoft platform during gameplay, suggesting that the developers have taken great care in optimising the game. 30fps is the target on both platforms and for the most part we are looking at frame-rates locked at that level for the duration on both systems, with very little in the way of disruptions to distract from the experience.
Performance also holds up well when the engine is pushed. Even storming a heavily armed outpost head-on and letting all hell break loose doesn't impact performance. In this scenario, defences are triggered and Max is soon surrounded by multiple explosions and other alpha effects - and while all this chaos is going on, frame-rates hold strongly to the 30fps target. In fact, Xbox One handles this scene flawlessly without skipping a beat, while on PS4 we see some sporadic drops down to 28fps along with a handful of torn frames. The minor dip in performance results in a small degree of judder if you pay attention closely to the screen, but it's easy to miss completely and gameplay is basically unaffected.
From what we've sampled so far, Mad Max is a solid multi-platform release across both consoles. Frame-rates appear stable under stressful conditions, while the level of graphical accomplishment appears practically identical, with the Xbox One not only achieving a native 1080p presentation but also delivering slightly better performance overall. Of course, we'll be taking a closer look at the game in our upcoming Face-Off, but for now the Xbox One game nudges slightly ahead in performance terms, though in practice there's really not much to separate the two versions at all, with both serving up an excellent experience.
Instead, it falls to the PC game to potentially bring about some dramatic differences. Initial impressions are positive, revealing that 1080p60 is definitely on the cards at maximum settings without requiring the latest cutting-edge GPUs. Tantalisingly, this also opens up the possibility of gameplay at ultra high resolutions beyond the current full-HD standard seen on console - something we'll be investigating in the final Face-Off.
http://www.eurogamer.net/articles/d...best-pc-hardware-for-metal-gear-solid-5-on-pcJust like Ground Zeroes before it, Metal Gear Solid 5: The Phantom Pain is one of the best-optimised titles on PC, and a superb way to experience Kojima's swansong to the series. It suits a wide range of setups - with even a Core i3 budget PC with a GTX 750 Ti capable of matching and even exceeding the PS4 experience in certain areas. It's a scalable game too - at its highest presets at ultra HD, it can even give the GTX 980 Ti and Titan X a run for their money - but ultimately, a 1080p target is very achievable on just about any enthusiast gaming hardware setup.
And crucially, Kojima Productions gives PC users plenty of options to tinker with its Fox Engine. The lack of support for frame-rates above 60fps is a shame, but everything else is present; from toggles to scale lighting quality and geometry LODs, to adjusting the quality of post-effects. Ultimately, the gains over PS4 and Xbox One are welcome; shadows are cleaned up, texture filtering is much improved, and the draw distance is broadened. However, the core elements are the same up close, and all three versions are highly recommended.
All in all, the Fox Engine once again rises to the challenge on PC, showing us its adaptability in the face of multiple hardware configurations. It's a shame that the only upcoming title to use this technology is Pro Evolution Soccer 2016 - and with Kojima Productions disbanded, we're unlikely to see the speculated open-world remake of the Metal Gear Solid using the engine. Even so, let's hope Metal Gear Solid 5's success here spurs Konami to return to more AAA projects in this vein - and that this engine forms the basis of its efforts.