Сравнение мультиплатформенных игр

XB1-версия идентична PS4 - 1080p@30fps:

So our first port of all is checking the resolution itself; a pixel-count during both campaign and Crucible modes showing Bungie's promise has been kept. The Xbox One now delivers the maximum 1920x1080 frame-buffer allowed by its front-end settings, with each pixel revealing its own matching stair-step on vertical and horizontal edges. It's the real deal.

But such a boost to pixel count can't come cheap. Microsoft's June SDK may have unlocked resources previously assigned to Kinect, but this marks a considerable upgrade. However, in terms of in-game assets, nothing appears to have been pared back for Destiny's campaign or straight multiplayer modes. A charge through the initial Steppes areas, for example, shows draw distances and pop-in are like-for-like between the retail and beta builds on Xbox One, and even PS4. Even on the distant cliffs, shadow maps, geometry and enemy placements remain as they were. Bump-mapped rock textures also go untouched, but as a result of the resolution boost, now appear more defined even from a long range.

Otherwise, Bungie's target 30fps is strictly adhered to, and with v-sync permanently engaged to boot. In fact, we only catch one hiccup to 28fps; a momentary blip while riding a Sparrow quickly across the wastelands. Based on its timing, this seems to have less to do with strains on the GPU, and is more about the engine's ability to stream the world, as made evident by the way it strikes at the same point as the beta release.

Overall, the Xbox One version runs identically to its already impressive beta build, albeit with an added full-screen distortion effect, refreshed HUD design, and a crisp 1080p viewing window. With no performance penalty or pared-back visual settings in sight, first impressions suggest a release that very closely matches its PlayStation 4 counterpart in terms of both looks and performance - a state of affairs we're looking to fully confirm in our
upcoming Face-Off.
http://www.eurogamer.net/articles/digitalfoundry-2014-destiny-xbox-one-performance-analysis
 
Ну вот, а как же традиционные шутки про мыльцо :confused:
 
Наверняка PS4 выдавала 60FPS, XBО 45FPS, но обе залочили на 30 и все "счастливы". При пастген графике 30FPS это позор. Radeon 7860 может больше.
 
Окончательный вердикт по Destiny:
Destiny - the Digital Foundry verdict
Bungie strikes out to achieve technical parity between Sony and Microsoft's platforms and to a great extent achieves it. Visually, we're looking at the same image either side here, only divided by the vagaries of its dynamic time-of-day system, causing minor shifts in shadows during comparison. But right up to Mars' sweeping dunes, both PS4 and Xbox One owners are being treated to the same crusade across the galaxy, with every LOD parameter, texture and effect intact.

Xbox One's frame-pacing issue is a minor annoyance, but far from a deal-breaker. Each platform holds at 30fps comfortably - the only drawback on Xbox One being its uneven spread of frames at certain points, causing a stutter sensation. Those who played the PS4 beta will recall the issue, prior to Bungie nipping it in the bud with a patch midway through. What we're left with on Sony's platform is a nigh-on perfect 30fps playthrough, with each frame consistently being rendered in the correct order.

In the final comparison, it's surprisingly close. Putting aside Destiny's technical faculties, there are content differences to consider between the two. The PS4 adds a handful of compelling extras, spanning class-specific armour, two unique weapons and also entirely new stages - such as the Exodus Blue multiplayer map and a Dust Palace co-op mission. With the very functional Vita Remote Play mode added to the mix too, the PS4 undoubtedly has more going in its favour in terms of luxurious extras. For those lucky enough to own both consoles though, the advantage lies on Sony's platform - but only by a whisker, with the core experience on Xbox One being just as worthwhile overall.
http://www.eurogamer.net/articles/digitalfoundry-2014-destiny-face-off
 
Ну хоть чуть-чуть, а хуановская версия хуже :cool:
 
Зато сервис Лайва на голоду выше, ох эти лолки пиксильные!!!!!!!!!!
 
Срать я хотел на твой лайв!
 
Хуан даже фифа переварить не может, странно + пк-версия залочена на 30 фпс в повторах, EA такая EA
Much of this feature-set is shared across all platforms. The PS4 and Xbox One releases are principally like-for-like in every test, though looking closer, we notice one major difference. On Xbox One, per-object and full-screen motion are entirely missing, while the final PC and PS4 final builds retain it. This adds a filmic, fluid quality to motion that replicates the look of a live broadcast - easy to miss during regular gameplay but the difference is hugely evident during replays and cut-scenes.

In a curious twist, the Xbox One's FIFA 15 demo features the effect - and at no apparent performance penalty. What's just as strange is that this Liverpool versus Manchester City demo actually loads on first booting the Xbox One retail disc with the effect intact, but once the match is played out, motion blur is switched off for the main game (a bug perhaps?). In all, this is the only major technical division between the three versions - with the PC release retaining the effect.

Alongside this, a demanding bokeh depth-of-field effect is added to all versions, where previously we had a simpler Gaussian blur across intruding foreground objects. And while both consoles run at bona-fide 1080p, aliasing creeps in as a result of the effect. From our pixel counts, it appears the filter uses a lowered 960x640 buffer, causing objects walking in front to look rougher at certain angles - typically in scenarios with a close-up of a player in front of the stands. It's a trick in need of some refinement, but on balance it adds to the look of FIFA 15's cut-scene segments.

The PC version's performance levels also match the PS4 and Xbox One releases, for better and worse. All three run at a matching, perfectly v-synced 60fps when using the popular, default 'top-down' camera view. However, FIFA 15 carries on the series' tradition of automatically capping to 30fps for the match preambles, replays, set-pieces and anything using the Pro camera mode.

Meanwhile, both the PS4 and Xbox One handle in-game playback perfectly; if it's in default view, the 60fps line is held to a tee. However, the Xbox One does occasionally suffer from drops to 25fps during match build-ups locked at half rate, noticed when panning past each team's line-up. It's unusual - and doesn't affect gameplay - but by comparison the PS4 never misses a beat here, whether it's running at a 30 or 60fps cap.

http://www.eurogamer.net/articles/digitalfoundry-2014-fifa-15-face-off
 
"Кузнецы" козлят в последнее время. Кредит доверия падает, скоро как "Линза правды" станут.
On Xbox One, per-object and full-screen motion are entirely missing, while the final PC and PS4 final builds retain it.
Видимо это какая-то дрянь ненужная, ибо в демке на XB1 этот моушн-блюр был и без потери производительности:
In a curious twist, the Xbox One's FIFA 15 demo features the effect - and at no apparent performance penalty.

Насчет "стабильнейшего" фрэйм-рэйта в PS4 версии и "провалах" в XB1 версии =)
Meanwhile, both the PS4 and Xbox One handle in-game playback perfectly; if it's in default view, the 60fps line is held to a tee. However, the Xbox One does occasionally suffer from drops to 25fps during match build-ups locked at half rate, noticed when panning past each team's line-up. It's unusual - and doesn't affect gameplay - but by comparison the PS4 never misses a beat here, whether it's running at a 30 or 60fps cap
Ни одного кадришка у них на PS4 не выпадает! Даже намека нет!
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Чмыри, они даже сами свои видосы не смотрят. Гандоны они стаеросовые.
 
Во как бомбануло, готовься к PESу :hungover:

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По-моему в этом поколении сразу стало видно какие разработчики криворукие дебилы, а какие молодцы. Почему-то в эксклюзивах с более лучшей графикой на Xbox One везде честные 1080р. А мультиплатформа на то и мультиплатформа, чтобы играть в неё бесплатно на ПК.
 
По-моему в этом поколении сразу стало видно какие разработчики криворукие дебилы, а какие молодцы. Почему-то в эксклюзивах с более лучшей графикой на Xbox One везде честные 1080р. А мультиплатформа на то и мультиплатформа, чтобы играть в неё бесплатно на ПК.
В табличке еще и 60fps при 720p на PS3 =)) Ага, конечно.
 
Bayonetta Faceoff:
http://www.eurogamer.net/articles/digitalfoundry-2014-bayonetta-wii-u-face-off
Bayonetta on Wii U - the Digital Foundry verdict
Taking the spread of games released by Platinum into account, it could be argued that the Wii U version of the original Bayonetta is the fastest-performing console game released by the studio to date, and in that sense it's a bit disappointing that the sequel fails to match the performance level set by its predecessor. While the massive increase in set-piece complexity in Bayonetta 2 is certainly exciting, it definitely comes at a cost. In that sense it almost feels like the original Bayonetta is the more finely tuned experience.

Alongside the likes of Need for Speed: Most Wanted, Bayonetta stands out as one of the best ports available on the Wii U. It's clear that a lot of time and effort was poured into this release in order to preserve and in places improve upon the original experience. While it's not dramatically superior to the original Xbox 360 version, we'd have to give it the nod as the definitive version of the game. The elimination of screen-tear, faster loading, and solid performance levels make a huge difference. Whether you've played the original release or not, this is a great way to experience Bayonetta. The fact that it comes packed in with most versions of Bayonetta 2 makes it one heck of a bonus.
Тиринга действительно нет.
 
Как это страшенное говно вообще может тормозить на чём-либо?
 
Как это плохо ? =) Fox Engine же.
Это ПЕС (и он ещё страшнее к тому же), а ФИФА на фиг знает чём, но не может 22 бревна переваривать уже который год так, чтобы ещё и 3Д трава была нормальная и зрители только сейчас начинают обретать округлости.
 
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