Kralamoonard
Member
[EDIT] Full Face-Off coming tomorrow; a lot of things have been improved.
Frame Rate Comparison And Technical Analysis
Rainbow Six Siege PS4/Xbox One Tech Analysis/Frame-Rate Test [Work In Progress]
Read The Full Article For More Info
http://www.eurogamer.net/articles/digitalfoundry-2015-hands-on-with-rainbow-six-siege
...but to summarise:
TLR
Screenshots Comparing The Graphics
YES they do. Full Face-off going up tomorrow. I managed to figure exactly how the consoles match up against the PC settings this time as well.
It's a neat feature for sure and I'd like to see it used elsewhere. From normal viewing distance on a TV, the image quality is very clean.
There is no trilinear filtering in the game. That was the beta. It is fixed in the final game.
Frame Rate Comparison And Technical Analysis
Rainbow Six Siege PS4/Xbox One Tech Analysis/Frame-Rate Test [Work In Progress]
Read The Full Article For More Info
http://www.eurogamer.net/articles/digitalfoundry-2015-hands-on-with-rainbow-six-siege
...but to summarise:
"In terms of the console betas, the PS4 game arrives with a native 1080p resolution, while Xbox One is pared back to 900p. As such, PS4 gains a clearer image due to the lack of upscaling, though the Microsoft platforms appears pretty similar in lower contrast scenes, due to the effectiveness of the anti-aliasing solution. Edge-smoothing is provided by a post-process algorithm in addition to a temporal sampling component that results in fairly clean quality, but this this does come with a few trade-offs: some blurring is present in motion, while the game takes on a slightly soft look in still scenes. On PC, we opt for 1080p resolution in combination with TAA and temporal filtering for anti-aliasing duties - the game's maximum preset for image quality. This delivers clean looking visuals similar to the PS4 game, but with less softness in still scenes, though temporal blurring is still noticeable in motion
The use of trilinear filtering leads to blurrier ground textures on PS4 (Xbox One uses something akin to 4x anisotropic filtering), while LOD streaming varies on both systems with neither gaining a permanent advantage. Some scenes feature shadows streaming in more slowly on PS4, while normal map and texture details are resolved to a higher degree. PC owners get higher resolution foliage and shadows, further draw distances, and improved texture filtering via the use of 16x AF, but otherwise the core assets and effects work - such as smoke and particles - remain the same as on consoles.
One major benefit to this is that both standard multiplayer and Terrorist Hunt modes operate at 60fps, whereas the latter is capped to 30fps on the PS4 and Xbox One. This lends the PC version a greater level of consistency across the different modes, and sees fast, low latency controls preserved across the whole Rainbow Six experience.
And yes, you read that correctly - Rainbow Six: Siege targets two different performance profiles on console, with the standard multiplayer mode operating at 60fps, while the Terrorist Hunt game is capped at 30fps. Both modes share the same maps, and graphical quality is also identical with no changes to levels of detail and the effects-work used - the baseline visuals are still budgeted around hitting 60fps, and yet, there's a big performance downgrade here. According to Ubisoft, Terrorist Hunt operates at a lower frame-rate due to this mode featuring advanced AI - far from acting like mindless drones, on higher difficulty settings, your opponents take time to put up barricades, place barbed wire around possible entry points, and set-up charges to destroy the environment to their advantage, in addition to shooting down players from behind boarded up windows or wooden doors
For the most part, Terrorist Hunt manages to run solidly at 30fps across both consoles during gameplay, with performance mostly impacted during the kill cam scenes where control is taken away from the player. At one point we encounter a substantial drop down to 18fps in the Xbox One game, though moments like these tend to be rare and not representative of the usual experience. That said, after playing the main multiplayer mode at 60fps, the drop down to 30fps is readily felt: the reduction in controller response and smoothness is substantial and the experience feels far less fluid and enjoyable to play as a result. After a few matches, it's possible to adjust to the change in motion and the appearance of heavier controls, though the shooting never feels quite as satisfying compared to the regular multiplayer games at double the frame-rate.
In comparison, the standard multi-player PvP mode offers up more refined shooting action: it's here where twitch-based action gels nicely with the game's focus in tactical combat. Fire-fights and explosive encounters sees the game loose it's initially solid 60fps update, with regular excursions between 50-60fps in these moments, and lows hitting around the mid-40s when the engine is more heavily stressed. The use of adaptive v-sync leads to some tearing when frame-rates are impacted, but this often helps to keep controller response at a consistent level despite brief periods where judder is visible in screen. Ubisoft's implementation is mostly successful in keep controller feedback feeling consistent, although there are moments where dramatic variances in frame-times have a short, but tangible effect on precision during shootouts"
TLR
- PS4 runs a native 1080p display, with the Xbox One outputting a 900p resolution.
- The game targets 60fps, however, the 'Terrorist Hunt' mode is locked to 30fps.
- Image quality leaves a bit to be desired, particularly as the AA solution is a bit blurry.
- PS4 once again has poor texture filtering which is set to a tri-linear filter, whereas the Xbox One is running at 4x AF.
- Game runs Ubisoft's custom in-house ambient occlusion solution, SSBC.
Screenshots Comparing The Graphics