NinjaBoiX
Member
Eurogamer just dropped their Sleeping Dogs article. Here's a few choice snippets and a link:
Edit: the link is back live, they just reposted it.
Edit 2: finished posting console impressions. Added PC Impressions.
http://www.eurogamer.net/articles/digitalfoundry-sleeping-dogs-face-off
Hmm, they had more to say, but I accidently clicked off the page, and now they've taken it down. They mentioned something about the controls feeling slightly better on PS3 because of the DS3, *shrugs*.
Also, the PC port sounds most excellent. DX11, and generally just some care and effort put in.
I assume they are tweaking the article, so I'll update the OP later when it comes back. I'll leave the link, as it'll probably stay the same.
Closing thoughts appear to be that both console SKU's run about the same, but the PS3 is pared back quite heavily in a number of ways, and operates at a lesser resolution. Shame, I fancied this on PS3, as they say, it seems to be suited to DS3 with all the face button usage. Oh well, 360 version it is!
Edit: the link is back live, they just reposted it.
Edit 2: finished posting console impressions. Added PC Impressions.
http://www.eurogamer.net/articles/digitalfoundry-sleeping-dogs-face-off
Digital Foundry said:The use of a deferred shading set-up has implications for both consoles, resulting in two distinct implementations. On Microsoft's system, Sleeping Dogs adopts a native 1200x720 presentation, with an 80-pixel horizontal upscale to 720p, while on the PS3 we're looking at a much lower 1152x640, which has more severe implications with regards to overall image quality. Anti-aliasing on both consoles is a post-process, most likely provided by NVIDIA's popular FXAA solution, although we find that the PS3 uses a more aggressive edge-detect algorithm in order to smooth over the additional jaggies created by the heavy upscale.
While the 360 game gives a passable impression of a native 720p presentation, it looks significantly blurrier on the PS3: the combination of the much heavier upscaling and a stronger FXAA solution covering the final image in a veil of softness. Finer texture details that are visible on both platforms are smoothed over and edges feature a distinct softness that is regularly apparent with anti-aliased sub-HD games. Specular highlights are also subdued on the PS3 due to the stronger edge-detection being employed, although this doesn't come across as a particular downside given that the characters can look a little too shiny in some scenes on the 360.
Aside from the obvious resolution differences, it is clear that the PS3 version is missing some of the more intricate texture details found on the 360, a situation not helped by the more aggressive FXAA implementation. Additionally, we also find that normal maps feature less distinctive bumps and ripples, leading to the affected surfaces looking a touch blockier in nature. The reason for this is that lower resolution artwork is used on many objects throughout the game, thus resulting in visible detail loss, while normal maps appear to be using a different, more lossy compression scheme which creates artifacts on surfaces which use the effect - the Xenos GPU has access to improved texture compression technology compared to RSX, which may explain this.
Elsewhere, a few other nip/tucks have been made to the PS3 code. The level of anisotropic filtering is lower on the Sony platform, impacting the clarity of the artwork from a distance, and lower quality LOD (level of detail) models are used during the cut-scenes, which see a number of small detail-enhancing features missing. The hair on the characters has been simplified slightly on the PS3 and the normal mapping present on the jewellery they are wearing is also absent. Meanwhile, in terms of post-processing effects, motion blur appears to be identical on both formats, although depth of field is stronger on the PS3.
The 360 tends to hold itself closer to the desired 30FPS update more often than the PS3, with smaller dips in scenes which tax the engine. Generally there's less screen-tear too. The tearing can be quite unsightly on the PS3 at times, with the tear-line moving up and down the screen creating a juddering effect, and this isn't helped by the more variable frame-rate which drops lower - and for longer.
However, across a more general run of play, these issues are far less severe on both consoles, and the PS3 version manages to equalise with the 360 for the most part - in fact, there are times when one version has the slight edge over the other, and vice-versa. Outside of a few distinct issues both versions manage to meet their 30FPS target reasonably well, with complex parts of the environment and quick camera pans being the most common cause for a dip in smoothness.
There are some similarities with our gameplay footage: both consoles seem to operate with roughly similar frame-rates, with the 360 taking a small lead in some scenes and PS3 in others. Both appear similarly matched when it comes down to the amount of screen-tearing we see - the games are both performing here as though v-sync is engaged, but the frame-buffer is flipped just a few milliseconds too late, resulting in a tear right at the very top of the screen. Thankfully this is almost impossible to notice.
Away from graphical concerns, there is a distinct difference in loading times between the two platforms. They are a lot longer on the 360 if you choose not to install the game onto the hard drive. On the PS3 there's a 4GB mandatory install, but this results in some fairly quick loading times when switching between scenes during play - a 360 install equalises things somewhat and in some cases is actually faster.
PC Impressions
Unlike many of today's cut-and-dried PC ports, the computer version of Sleeping Dogs has been given some very special attention. United Front Games are all too keen to stress the inclusion of DirectX 11 upgrades and other advanced graphical features which set apart this version from the console games.
The PC version offers up a range of edge-smoothing options, dubbed normal, high and extreme - the latter featuring a combination of post process-based FXAA along with super-sampling anti-aliasing (SSAA) to provide the cleanest image possible, which appears to max out at around 2x SSAA. Moving up the presets also reveals that the level of FXAA is also increased when going from normal to high, and SSAA when moving from high to extreme.
The combination of FXAA and SSAA modes works very nicely at reducing the amount of shimmering edges on display, with far better sub-pixel coverage than what using a post-process edge smoothing solution alone would provide. However, running the game like this simply isn't playable on anything other than top-end hardware configurations: our Core i5 750 and GTX460 machine barely managed a consistent 20FPS update in 720p, and gave us a disastrous 10-15FPS in 1080p, for the most part resulting in an unplayable mess, with extremely laggy controls and near constant judder.
Beyond image quality, United Front Games has clearly boosted the PC game up considerably in other areas. The environments benefit from more intricate detail due to higher-resolution textures being in play, which helps to spruce up some of the artwork by giving some surfaces a greater amount of depth - the ground textures in particular are now filled with small cracks and other intricacies barely visible, if at all, on the consoles.
A separate high-resolution texture pack has also been released by the publishers. However, this appears to be integrated into the 'core' download package when buying the game from Steam and later installed when the game is activated. We had access to this beforehand with our press download copy, and all our screenshots and videos feature the game with the pack installed.
On top of the upgraded artwork, shadow quality is much improved over the console releases. These elements of the scene are rendered in a higher resolution and are better filtered compared to the Xbox 360 and PS3, while contact-hardening soft shadows are also used, where the shadow penumbra sharpens up when objects interact with them. In addition to the bump in shadow quality, the PC version also features a better use of ambient shading, with higher-quality SSAO and the more advanced HD AO providing increased depth to various scenes while also bringing out even more detail in the characters' faces. Alpha buffers are rendered in higher resolutions than on console, while soft particles further enhance the look of water splashes and other effects.
Hmm, they had more to say, but I accidently clicked off the page, and now they've taken it down. They mentioned something about the controls feeling slightly better on PS3 because of the DS3, *shrugs*.
Also, the PC port sounds most excellent. DX11, and generally just some care and effort put in.
I assume they are tweaking the article, so I'll update the OP later when it comes back. I'll leave the link, as it'll probably stay the same.
Closing thoughts appear to be that both console SKU's run about the same, but the PS3 is pared back quite heavily in a number of ways, and operates at a lesser resolution. Shame, I fancied this on PS3, as they say, it seems to be suited to DS3 with all the face button usage. Oh well, 360 version it is!