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да, в принцепе графон не так уж ощюитимо и хуже чем на железе 2006 года)))Поздравляю, Вова
Поиграю не пека (может быть), демка была на редкость унылой.All in all, the PC game is the best one to go for given the choice.
But despite this, Resident Evil 6 features one notable improvement over previous games in the series, and past MT Framework engine games on the 360 and PS3 in general - there's really very little to tell these two titles apart. Performance is almost a complete match across both platforms, and the subtle differences in texture work and filtering only come to light in like-for-like comparison shots. The lighting model represents more of a curiosity - the variance in the position of light sources in both versions in some scenes tends to subjectively enhance the look of the PS3 game in many areas, although the 360 also seems to feature a scattering of more visually pleasing moments in some scenes too.
Where we do see a more noticeable change is in the control system, which feels slightly more sluggish on the 360 when both versions are performing at similar levels. Quite often it can be easier to aim more precisely on the PS3, and this does translate into a small but worthwhile gameplay advantage. That said, the difference isn't enough to discourage you from picking up either version of the game, although for gameplay soloists the PS3 game's slightly crisper response gives it the edge. With the co-op element once again enhancing the overall experience owners of both platforms would be wise to consider which online service they use the most in determining the final purchase.
Какая разница? Серия RE в полной жопе...богзовая версия в жопе
Чуть-чуть. Играл в обе демки на боксе, никакой "лаговости" не заметил. То что текстуры на PS3 мыльнее - это да. На скринах, выложенных DF это хорошо видно. "Оптимизировали" как обычно.slightly crisper
http://www.eurogamer.net/articles/digitalfoundry-dishonored-face-offIn all, it's good news for everybody involved. As far as distinguishing points go, we're left with only a couple of oddities between the three formats to call out on. This includes the 360's gaudy splashes of colouring on certain surfaces, which otherwise remain clear on PS3 and PC, and the way shadows manifest in at differing angles on PS3. However, image quality and assets are largely similar, if not precisely identical, between the two console releases, with the PC going the extra mile with higher-grade textures and character models.
The widened field-of-view of the PC version bears mention too, plus the added accuracy of its mouse controls, which help greatly with lining up long-range projectiles or placing your next blink. Moving straight to the console versions afterwards also brings to light the higher levels of auto-aim worked into their targeting systems, plus the lengthier loading times in-between missions. The PC release may lack the extravagant PhysX bells and whistles added to Borderlands 2, but a respectable level of care has still been taken with this edition.
Overall, we've little to complain about when it comes to Arkane Studios' delivery of Dishonored on each platform. The core tenets of its branching stealth gameplay remain intact across the board, and the visuals are tightly pared. If you're steadfast in your console allegiance, the only considerable negative would be the higher rate of tearing on PS3 - though much of this is mirrored by the 360 version during combat. But if dropped v-sync is something you can overlook, the decision may well come down to controller preference, or even your uses for the PS3's 5.1LPCM support. Either way, Dishonored easily arrives as a worthwhile proposition on any platform.
http://www.eurogamer.net/articles/digitalfoundry-xcom-face-offXCOM: Enemy Unknown: the Digital Foundry verdict
Given the initial lack of complexity with regards to the overall look of the game and the general graphical scope on offer, the variable frame-rates and plentiful bouts of tearing on console are rather disappointing - and these issues manifest themselves more frequently on the PS3. But on the flipside the console ports are very close to the PC release in others areas, with the use of higher-resolution alpha buffers and a more refined AA implementation being the main stand-out points of the computer version.
Ultimately, XCOM is a highly enjoyable experience on all systems, with its blend of tactical action and strategy containing plenty of depth and interesting gameplay possibilities, and a superb reboot of a classic franchise. Obviously, the PC release is by far the best way to play the game - controller or otherwise - while the console codes have more than a few performance issues to contend with. Out of these versions it is the 360 game which comes across as the better of the two, simply because of a more consistent level to the overall performance, but with gameplay this good, the PS3 version is still highly recommended.
It's a strange state of affairs where the version that is demonstrably the best of the three is also the most difficult to recommend, but that's exactly the situation we find ourselves in with Doom 3: BFG Edition. PC has additional rendering features over console, it has improved stereo 3D support and is the first title to support next-gen VR via the Oculus Rift. However, the changes don't best suit the platform, there are launch day bugs in need of patching, and the lack of mod support (which may be addressed now that Carmack has confirmed that the BFG Edition will be open sourced) is a disappointment.
Clearly, this is a product aimed at introducing Doom 3 to a new console audience, and in this respect the BFG Edition is a much more appealing proposition: the changes to the artwork and lighting make a lot more sense when viewed on an HDTV and the joypad implementation works well, producing gameplay that often echoes Rage in terms of pacing and response. Other changes to the gameplay are a mixed bag though: the lack of checkpoints is a real pain, but the controversial switch to allow the player to carry both flashlight and gun simultaneously works well - though it is a bit strange that the light doesn't produce any shadows.
However, it's id's dogged, admirable insistence on 60 frames per second gameplay that elevates the experience and makes it so much more worthwhile - and that's where we find our point of differentiation between the two console releases. While image quality is mostly identical between the two platforms, it's the Xbox 360 that more closely adheres to the target frame-rate, and thus becomes the most logical choice for those lucky enough to own both current-gen consoles.