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Привык к 20 фпсВчера слегка погонял демку ре6. Ничего плохого в ней не заметил, но сама игра не нужна.

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Привык к 20 фпсВчера слегка погонял демку ре6. Ничего плохого в ней не заметил, но сама игра не нужна.
Не знаю, перс нормально бегал, нормально дрался.Привык к 20 фпс![]()
Docked
720p max, 540p lowest
30fps with drops
Settings lower than PC low, select animations missing
720p cutscenes, with compression artifacts
Pop-in more noticeable than PS4 (cutscenes most problematic)
Textures, sound, LODs (foliage) pared back/compressed
Water rendering looks good
NPC count is similar to PS4
AO, light shafts, motion blur (can be toggled), AA
Grass doesn't animate
Handheld
540p max, 810x456 lowest
30fps with drops, more drops than docked
Overall, Saber and CDPR hit an impressive bar of quality here. Clearly, performance can vary, but on balance it holds 30ps more often than I expected. The Witcher 3 Complete Edition pruned back everything it can to be playable, while still somehow retaining a lot of its best visual features. Graphical points like reflections, light shafts, water physics, and even a high NPC count are incredible to see on a handheld.
This is close to perfection. The only thing you more you could ask for is a cloud-based mechanism, to transfer PC save games to Switch and vice-versa. The feature worked brilliantly in Divinity: Original Sin 2 and suits a massive-scale adventure game like this one. Being able to play an uncompromised experience at home on PC, and swapping seamlessly over to Switch for portable play, would delivered the best of both worlds for the most ardent Witcher 3 players. And I really should stress that the handheld experience is very special overall. In fact, it's a stunning technical showcase for the Switch and a credit to the developers at Saber Interactive and CD Projekt RED.
- PS4 was running at 900p while Pro was at 1728p using checkerboard rendering. Switch uses a dynamic resolution. Docked goes from 720p to 810p. Handheld has an average resolution of 540p although its also dynamic.
- Most of the game runs very smoothly, at 30fps (like the other versions).
- Overall polygon count has been reduced on the Switch.
- The file size went from over 30gb on PS4 to just under 14gb on Switch. All content is included though, including dual audio. Videos were compressed through an UE4 codec that wasn't available at the time.
- Reduced texture filtering, shadow draw distance, ambiant occlusion.
- Loading times are the same
- The 2D mode runs at 60fps except for cutscenes that are, for some reason, running at 30fps.
Dock 1080p - 30fps/Quality и 50-60/Perfomance
Portable 720p - 30fps/Quality и 50-60/Perfomance
The Outer Worlds frame rate comparison comparing the framerate on PS4/Pro vs Xbox One/X. Subscribe for more gaming tech analysis: http://bit.ly/VGTechSubscribe
The version tested was 1.01 on the PS4 consoles and 1.1.0.348 on the Xbox One consoles. Review codes were supplied by the publisher.
PS4 uses a dynamic resolution with the lowest native resolution found being approximately 1280x720 and the highest native resolution found being 1920x1080. PS4 uses a form of temporal reconstruction that can increase the pixel count up to 1920x1080 when rendering below that resolution.
Xbox One uses a dynamic resolution with the lowest native resolution found being approximately 1280x720 and the highest native resolution found being 1600x900. Xbox One uses a form of temporal reconstruction that can increase the pixel count up to 1600x900 when rendering below that resolution.
PS4 Pro uses a dynamic resolution with the lowest native resolution found being approximately 1920x1080 and the highest native resolution found being 2560x1440. PS4 Pro uses a form of temporal reconstruction that can increase the pixel count up to 2560x1440 when rendering below that resolution. PS4 Pro appears to downsample from this resolution when outputting at 1080p.
Xbox One X uses a dynamic resolution with the lowest native resolution found being approximately 2800x1575 and the highest native resolution found being 3840x2160. Xbox One X uses a form of temporal reconstruction that can increase the pixel count up to 3840x2160 when rendering below that resolution.
The draw distance for objects such as grass and plants is improved on Xbox One X compared to base Xbox One. PS4 and PS4 Pro have further improved draw distance for grass and plants over the Xbox One X. In some scenes the PS4 consoles have additional ground detail such as rocks and grass compared to the Xbox One consoles such as at 0:54 and 3:01.