CrunchinJelly
formerly cjelly
http://www.eurogamer.net/articles/digitalfoundry-splinter-cell-blacklist-face-off
More at the link.
More at the link.
Interestingly, the Wii U version puts its best foot first by producing a full 1280x720 internal framebuffer, backed up by 2x multi-sample anti-aliasing (MSAA).
The Xbox 360 only marginally misses the mark by peeling back its horizontal resolution by 80 pixels, providing us with a 1200x720 internal resolution backed up by a similar 2x MSAA.
To our pixel count, the PS3 weighs in at 1152x648 with a similar 2x pass of MSAA approach as the other platforms.
Starting the Wii U version's campaign in earnest, we get a sense that this extra pixel-perfect clarity isn't necessarily being put to best use. The absence of an install is a convenience, certainly, but flitting between each comparison screenshot shows texture quality suffers to the same degree as the 360 code minus its optional texture pack. Some bump-mapped surfaces appear comparable to those on PS3, such as character skin and most clothing, but environmental details also appear flattened or downright garish in spots.
A lack of any such mandatory texture pack install on the Wii U version has other repercussions. Loading times are noticeably longer on Nintendo's platform, where if we select "skip" at the earliest opportunity during the initial briefing video, it takes the optical drive one minute 24 seconds to fully stream the prologue level and let us cut to the gameplay. This demands patience from players just itching to get to the action, and by comparison the PS3 takes just 22 seconds to load the very same mission, while the 360 clocks in at 24 seconds with its optional install.
Save for drops to the 25fps mark during some cut-scenes, the good news is that both PS3 and 360 versions hit this midway 30fps target consistently enough to make gameplay feel fluid. However, this is only made possible by means of some very aggressive full-screen tearing. Adaptive v-sync is in place for each platform, which causes frames to chop in half when the hardware is being pushed beyond its limits. Engaging
V-sync is permanently engaged for Nintendo's platform, adding to its credentials as one of the better-presented versions of the game overall - and it even outperforms the 360 during earlier in-engine cinematics. However, from the moment Sam Fisher enters the Paladin aircraft, it's clear this isn't to last. We suffer from lengthy bouts of 20fps performance during most briefing scenes here, plus similarly sluggish levels of refresh while at the heart of larger shoot-outs.