PS4 and Xbox One resolution / frame rate discussion


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Your arguments are pathetic. Xbox has the worst graphics out of the 2 so it's no wonder it very rarely has better performance. It's not doing as much work as the PS4.

What are you talking about :S

 

There is no "argument" here, he's just quoting someone who is talking about the PS4 and informing him that the part of the article they are referencing is regarding the XB1 not PS4. These aren't his words regarding framedrops, its from the article.

 

As a born pc gamer, you wouldn't own either console, or put up with lower than 60fps, much less 30. If your pc couldn't handle your settings, you would have to cut back somewhere. Most pc only gamers I see aiming for rock solid frame rate with as much res and effects as possible. So I would say level of importance goes like this:

Frame rate, Resolution, effects

When it comes to the two consoles, its always going to be the ps4 on top outside of some cases where the games turn out equal or in rare cases where CPU speed makes a bigger difference. Dragon Age looks like it has a nice advantage on ps4.

 

Why do people have to be one thing? Reading "As a born PC gamer" I see... Most of my gaming is... or I started off gaming on PC. I would identify myself as a console gamer, that doesn't mean I can't enjoy the occasional PC games now and a again.

 

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So in both Far Cry and Dragon Age the reviewer considers the PS4 better in the conclusions. No change since the initial release of both consoles then.

 

Here are the full frame rate tests rather than a single screenshot at the optimal time...

 

 

 

GTA V -

 

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Why do people have to be one thing? Reading "As a born PC gamer" I see... Most of my gaming is... or I started off gaming on PC. I would identify myself as a console gamer, that doesn't mean I can't enjoy the occasional PC games now and a again.

Most people online seem to get stuck in one group. Your right though that most normal gamers are not stuck on one platform if they can afford it.

I'm lucky enough to still be playing pc games even if I have consoles as well.

 

 

So in both Far Cry and Dragon Age the reviewer considers the PS4 better in the conclusions. No change since the initial release of both consoles then.

 

Here are the full frame rate tests rather than a single screenshot at the optimal time...

Yep, you laid it out pretty clearly there. Those two games definitely show an advantage on the ps4. I think anyone that wants useful info from these tests needs to actually read through the full article and watch the videos. Don't rely on info that is hand picked for forum posts.

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Performance Analysis: The Crew

What's curious about this game is that two different studios are handling development duties. In charge of the DirectX 11 versions - PC and Xbox One - we have the game's creators, Ivory Tower. It's a new development studio staffed by many veterans from Eden Games, developers of the Test Drive Unlimited titles. Meanwhile, the PlayStation 4 version is handled by Reflections, working directly from the Ivory Tower codebase (we covered the ins and outs of the porting process last year).

Despite the unusual allocation of development resources, the end result is a multi-platform project much like any other in the modern era, featuring far more in the way of similarities than striking differences. To cut to the chase, both versions hand in fairly solid 30fps performance levels, each operating at a native resolution of 1080p. An adaptive v-sync is in play on both systems, meaning that when the engine runs over its render budget, screen-tear manifests on-screen. It isn't consistently impactful to the experience by any stretch of the imagination, but what's clear is that tearing is more frequent on PlayStation 4. For its part, although Xbox One tears less often, very occasionally it simply drops entire frames instead.

We're still working with the game, but differences appear relatively minor. There's a suggestion that overall draw distance LODs may be pushed out further on PlayStation 4, but the biggest point of differentiation is The Crew's anti-aliasing system, which is rather odd, to say the least. It appears to be post-process in nature, but it produces some very strange edge artefacts - especially on the Sony platform.

The more we look at it, the more we suspect that it may be some kind of strange off-shoot of HRAA - the innovative anti-aliasing system employed in Far Cry 4. HRAA combines temporal super-sampling (blending data from previous frames into current ones) with an advanced edge-smoothing algorithm designed to minimise the 'jaggies' without the pixel-pop/shimmer usually seen on post-process AA. However, if it is a version of HRAA seen here, it's been very poorly implemented - coverage is weak on Xbox One, and while the effect is improved on PS4, the visual artefacts are highly visible and rather off-putting.

9JpMrpz.png

http://www.eurogamer.net/articles/digitalfoundry-2014-the-crew-performance-analysis

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That screenshot surely can't be that bad for the PS4?

 

Its not, thats just a specifically selected screenshot. Screen tear & edge artifacts is rare on both consoles.

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Its not, thats just a specifically selected screenshot. Screen tear & edge artifacts is rare on both consoles.

Yeah, it sounds like this game is a wash on both consoles, no need to make a choice based on performance.

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Here is a better representation of The Crew (PS4 vs X1)

 

 

Almost 6 mins of side by side gameplay.

 

AA issues on one console aren't a representation of the differences between the consoles, as both get them.

Things you will notice quite easily; PS4 has more items (trees, grass, etc) on screen and further view distance, both have stable fps, both experience AA issues. Again a single screenshot at the optimal time (ie when the PS4 has a AA hiccup) doesn't represent the graphics differences between the games..

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Here is a better representation of The Crew (PS4 vs X1)

 

 

Almost 6 mins of side by side gameplay.

 

AA issues on one console aren't a representation of the differences between the consoles, as both get them.

Things you will notice quite easily; PS4 has more items (trees, grass, etc) on screen and further view distance, both have stable fps, both experience AA issues. Again a single screenshot at the optimal time (ie when the PS4 has a AA hiccup) doesn't represent the graphics differences between the games..

Well people like to throw around small snippets of video or screenshots to show how much better one version is to another. Its a side affect of the growing obsession with this type of analysis.

The reality for this game is that both look good, with the ps4 having a few more objects on screen and both having AA issues.

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So while we argue about The Crew, there's this

 

DriveClub revisited: is dynamic weather a game-changer?

 

 

Solid Framerate

 

Thunder and lightning: Rain storms do make an appearance in DriveClub and, thanks to the lighting model, lightning creates appropriately bright flashes that illuminate the entire scene. Fighting through the pitch-black mountain curves of Norway, the blasts of lightning give you a brief look at the entire world around you before being plunged back into darkness. These flashes even reflect properly within the road surface itself.
 

 

It's pretty hardcore stuff. Just for kicks, we booted up Forza Horizon 2 to see how it stacks up against DriveClub's new weather conditions. Playground Games' offering included weather right from the start, with some lovely effects work - but the open world gameplay means that the Xbox One title has very different priorities in how it handles its rendering budget, meaning that the overhead isn't there for the extreme precision Evolution chose to embrace instead. For example, DriveClub utilises dynamic globules for its droplets as opposed to the thin, alpha textures in Horizon 2. They do receive light but seemingly only from light posts rather than the cars' headlamps, which reduces the realism of the effect at night.

 

More dramatically, the appearance of water on the car is simplified and less dynamic, with the utilisation of a nice water shader effect that creates attractive, but relatively static droplets. The beads of water are not impacted by speed or direction and do not streak realistically. The windshield wipers simply eliminate these droplets with each pass before more are formed, but the effect is a simple texture that gives the impression of wiping away the rain. In comparison, it really seems as if water is being pushed around dynamically in DriveClub. It should also be noted that, unlike DriveClub, Horizon 2's wipers appear to function in just two modes; on or off.
 
Additionally, surface properties don't receive the same attention either with leaves and other objects appearing identical regardless of weather conditions. Reflections are handled differently too - they're not screen-space in Horizon 2 but they show less detail, it seems, and are clipped somewhat near the camera. That said, at least in photo mode reflections of trees can appear in the shot even when the trees themselves aren't present in the specific angle. Lastly, Horizon 2 lacks the dynamic volumetric cloud system of DriveClub and its time of day transitions (particularly its shadows) aren't handled as smoothly. That's not to knock the game, of course, as Horizon 2 is still an absolutely beautiful racer with excellent image quality and a wide open approach to gameplay not found in the PS4 title, but it's an interesting juxtaposition of developer priorities

 

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It's hard not to rave about what we're seeing here with this latest patch. We love looking closely at game visuals and picking apart the fine detail, and it's rare to come across something so startlingly impressive - but here it is. The weather effects in DriveClub are, without a doubt, some of the most realistic we've seen in any game to date. Combining these effects with the already excellent lighting model and realistic materials elevates Evolution's racer to the top of the pack from a visual perspective and in combination with the other features added to the game, it definitely deserves another look.

 
In a declining genre where open world sandbox gameplay comes as standard with virtually every racing title, it actually feels rather refreshing to return to a classic track-based game like DriveClub. We had a soft spot for the Evolution racer since our pre-launch testing (before things went horribly wrong) and this stunning dynamic weather patch in combination with the other new features adds a new sheen of polish and a definite wow factor. Opinion is divided of course, but in our view, there's a great game in here with some of the finest visuals you'll see in a racing title.
 
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Hopefully latest update fixed a few of the issues people had with driveclub. I'm still waiting on the ps+ version.

 

There has been a few balance touches and tweaks as well, so yeah a lot has been fixed. All the network based features including challenges work as well now. Just waiting on replays and that's us. Photomode and weather now in.

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There has been a few balance touches and tweaks as well, so yeah a lot has been fixed. All the network based features including challenges work as well now. Just waiting on replays and that's us. Photomode and weather now in.

 

 

It really is too bad they had to have such a rocky start.  They have done a  lot of work to improve the situation and the weather affects look great.  They have surpassed Horizon 2, which has been praised for its visuals, so thats a nice plus.  It really makes you wonder what it would have been like if they had just delayed the release a bit.

 

Like GotBored, I'm waiting for the ps+ version, but it looks like they have really done a good job.

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It really is too bad they had to have such a rocky start.  They have done a  lot of work to improve the situation and the weather affects look great.  They have surpassed Horizon 2, which has been praised for its visuals, so thats a nice plus.  It really makes you wonder what it would have been like if they had just delayed the release a bit.

 

Like GotBored, I'm waiting for the ps+ version, but it looks like they have really done a good job.

 

It should have been delayed till now, but then I guess the network issues would start now... Unfortunately I think those issues were going to come whenever it released.

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It should have been delayed till now, but then I guess the network issues would start now... Unfortunately I think those issues were going to come whenever it released.

It seems that network issues are a common problem for all new games that rely on the network in some way.

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Tetris

 

PS4 - 1080p/4 fps

Xbox One - 1080p/60fps

 

http://www.ign.com/videos/2014/12/17/what-the-heck-is-wrong-with-tetris-ps4

 

lol

 

The devs just left IGN. It *looks* like it has something to do with my PSN profile. Probably too many friends. (I have the max.) When disconnected from the Internet, it works; so if this is happening to you, disconnect until there's a fix.

 

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  • 3 weeks later...

Here's a question:

 

In many comparison videos I've noticed that games on Xbox One are slightly more colorful. What is this down to?

It comes down to a mix of how the consoles handle color reproduction/contrast, how the developers tuned the game on each console, and your own visual preferences.

What looks more colorful to you, might look too 'bright' to someone else.

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Here's a question:

 

In many comparison videos I've noticed that games on Xbox One are slightly more colorful. What is this down to?

 

RGB settings, most likely.

 

Setting incorrectly gives an effect of more contrast and punchier colours but creates black crush. The PS4 is set to automatic by default so will be running on Limited as most HDTVs should be.

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  • 3 weeks later...
This topic is now closed to further replies.