http://www.eurogamer.net/articles/digitalfoundry-2014-child-of-light-face-off
The topic of resolution is particularly interesting where PS4 and Xbox One are concerned. Child of Light provides us with a crisp 1080p presentation, but some evidence suggests that elements of the presentation are derived from rendering at a much higher resolution and then down-sampling - a process known as super-sampling. The lack of long straight edges makes pixel counting difficult, but our analysis throws up two separate numbers for horizontal resolution - 2304 and 2112 were both extracted from the same scene - while vertical resolution is consistent at 1440. This isn't entirely confirmed, then - it may well be the case that a form of multi-sampling is in effect, but the edge-smoothing is quite unlike any other form of MSAA we've seen before.
It's with the PS3, Wii U and Xbox 360 games that we see significant differences. Unlike the Rayman games, 1080p resolution is dropped in favour of a native 720p presentation that gives the game a softer appearance compared to the current generation and PC releases. The form of anti-aliasing is more difficult to pin down here, but we wouldn't be surprised to see super-sampling of some description utilised, bearing in mind that we know that the UbiArt engine is more than capable of sustaining 1080p60 on last-gen platforms. We're a little surprised that Ubisoft elected to use this technique instead of the native 1080p approach found in Rayman Legends that worked so well.
For the most part the same high standards are also in place on the Xbox One release, but there are moments where the engine falters, resulting in brief drops in smoothness and some mild - but noticeable - stuttering. The relative rarity of these inconsistencies mean they have no adverse impact on gameplay throughout most of the experience - at worse we looking at drops down to around the 52fps mark, but usually the impact on performance is much smaller and often goes by undetected when immersed in exploring the beautiful watercolour world on offer.
The last-generation versions put in a slightly more stable performance compared to the Xbox One where frame-rates are concerned, although all three platforms narrowly miss out on a solid 60fps update by one or two frames from time to time. Due to the small nature of these drops the impact on gameplay is non-existent, and for the most part they go by undetected.
Overall, this is a fascinating game with a unique charm that manages to work its magic across all platforms, but for stability and consistency the PS4 version gets the nod on console, while the PC version is certainly worthy of consideration if you don't own Microsoft, Sony or Nintendo hardware.