http://www.eurogamer.net/articles/d...er&utm_medium=social&utm_campaign=socialoomph
yes that is the headline from the article.
https://www.youtube.com/watch?v=Lxdwi2kgSqg
PS4 vs Xbox OneFramerate video.
yes that is the headline from the article.
To start, we were at least happy to see a full 1920x1080 presentation on both new consoles, albeit with a rather basic FXAA implementation handling anti-aliasing duties. Capcom's FXAA implementation produces relatively clean edges but also suffers from mild texture blurring on distant surfaces. Both versions also make use of what appears to be full 16x anisotropic filtering with sharp, clean textures visible at any angle. With so many flat surfaces throughout the game, this feature is a must and we're glad to see that Capcom has implemented it.
Things are a tad disappointing on the PC side, with max settings providing a broadly equivalent experience to the Xbox One and PS4 titles. As with other MT Framework 2.0 games, anti-aliasing is limited to FXAA3 HQ as its maximum setting. Coverage is less aggressive here than standard console FXAA -which is also an option - but it does produce a noticeably sharper image. The only other notable differences comes down to shadow rendering, which offers a slightly higher level of quality than the console equivalents.
Indoors, the first thing that becomes apparent is the lack of environmental detail. The prison is made up of a series of hallways and rooms, all of which are boxy and simplistic in design. Textures are muddy and often of a low resolution while the precious few objects dotted around the environment never really sit well within the scene. When combined with some unattractive specular highlights, many of the games surfaces are left looking muddy and indistinct. Worse still, the PlayStation 4 version of the game appears to use lower resolution specular maps compared to the PC and Xbox One releases.
https://www.youtube.com/watch?v=Lxdwi2kgSqg
PS4 vs Xbox OneFramerate video.
Revelations 2 isn't a bad experience but its lower budget is definitely reflected in its visuals. Of course, it's not fair to expect results matching its more expensive siblings, but we can't shake the feeling that Capcom could have taken things a bit further. Improved effects work, object motion blur, and more interesting light placement could have gone a long way towards enhancing the game's presentation. There's a wealth of MT Framework titles out there boasting a wealth of additional visuals effects and we have trouble understanding why more of the available features aren't utilised in this game - these are off-the-shelf effects included in a mature engine, and wouldn't have required additional asset generation.
We'd feel a lot more satisfied had the reduced feature set produced perfectly stable performance on the modern consoles, but the drops definitely scrape away a layer of polish - particularly on PlayStation 4. While both console versions are quite playable, the massive hitches in performance experienced in certain sections on the Sony platform left us preferring the Xbox One version. Of course, if you have even a moderately powerful gaming PC, we'd recommend that above all, as long as split-screen gaming is not important to you. The weird, subtle inconsistencies also left us curious about the game's development, as certain features appear to have been implemented somewhat differently across all three versions of the game. Perhaps the team responsible for the PS4 version struggled more with optimisation?