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Frame Rate Test
Darksiders 2 Deathinitive Edition: PS4 vs Xbox One vs Xbox 360 Frame-Rate Test
Graphical Comparisons And Technical Analysis
Darksiders 2 Deathinitive Edition: PS4/Xbox One/PC Graphics Comparison
Read The Full Article For More Info
http://www.eurogamer.net/articles/digitalfoundry-2015-darksiders-2-deathinitive-edition
...but to summarise:
"Image quality is certainly improved on the PS4 and Xbox. Both consoles render natively in 1080p, while the developer's previous use of an edge-detect and blur solution to tackle aliasing is replaced with a more refined post-process anti-aliasing technique. Jaggies were never a major issue in the original PC game, and Gunfire Games' new implementation works well in providing a clean image with few artefacts, though we do see some mild texture blurring in play.
In terms of the remastering effort, environment details are further fleshed out. For example, rock faces feature increased geometric complexity, while additional trees and foliage are spread across the landscape. While many areas of the game feel a little barren - such as plains of Charred Pass - these changes help to better fill out the sparser locations throughout the game. Draw distances are also improved over the original PC version of Darksiders 2, with shadows and LOD transitions occurring less aggressively than before. That said, pop-in is still an issue at times when the engine is streaming in data as the player rides through different locations, with shadows and grass the most noticeable culprits.
The other major change to the familiar world in the Deathinitive Edition is a complete reworking of the lighting model. Light sources are repositioned across many scenes and extra lights are added, casting additional shadows across the environment and characters. Ambient lighting is also more prominent, adding to the level of depth in dimly-lit areas. The use of physically-based rendering also enhances the level of three-dimensionality in the presentation, while materials such as stone, leather, cloth and metal look more realistic, without compromising the stylised look of the core artwork too much.
These upgrades bring the core visual standard more into line with current generation titles and add a layer of realism to the stylised artwork not seen in the standard Darksiders 2 release. However, the overall look of the game isn't a complete match on PS4 and Xbox One, with some substantial differences.
Take the lighting model for example. While both versions feature similarly placed light sources and use of physically-based rendering, lighting is much brighter on Xbox One and frequently too dark on PS4, despite gamma settings matching up nicely between the two versions. Right now it's not immediately clear which version features the 'correct' lighting set-up intended by Gunfire Games, but PS4 seems to feature a closer tonal match to the original game.
Elsewhere, we also see the occasional missing shadow on the PS4 game, along with a reduced level of snow in the opening stage of the game, both of which are likely oversights as opposed to actual downgrades, though the situation is a little odd. That said, both consoles are a match in many areas with texture resolution, filtering and the use of alpha effects appearing identical. The PS4 also gains an advantage through the use of higher resolution shadows, with these elements appearing visibly rougher on Xbox One.
However, what's clear is that while the Xbox One version of the Deathinitive Edition seems to possess fewer visual anomalies than its PS4 counterpart, it's the Sony console that takes point on delivering on its 30fps target. Frame drops are more commonplace on Xbox One in busier areas,and in this sense, its overall performance profile is more in line with the original Xbox 360 game - albeit with substantially reduced levels of screen-tear..."
TL
- PS4 and Xbox One both run a native 1080p display, with a low texture filtering implementation of 2x AF.
- Both target 30fps with dips being more prominent on Xbox One.
- A reworked lighting model is seen through the shifting to a PBR system.
- Xbox One's presentation/lighting seems "brighter" compared to PS4, where the latter is closer to the original PC release at ultra.
- PC is still the best place to play the game due to the 60fps providing a more fluid presentation and lower latency controls.
Screenshots Comparing The Graphics
Personal Thoughts
I commend the effort into reworking many assets and implementing a PBR system, however I am disappointed with the frame rate target of 30 rather than 60. I guess the developers just didn't want to go through the extra time and money (on top of what they had already done to rework the lighting system) in order to hit a 60fps target. Consequently, I do then think that the priorities were in the wrong place as I believe remasters should target 60fps by default, even if it means compromises elsewhere since the gameplay will be most affected by this (as opposed to 30fps with higher latency and a less fluid presentation).
Even then, I don't see why a 60fps target cannot exist with this reworked lighting system, and am even more surprised to see the consoles dip from 30fps. This is because far better looking remasters (such as Metro Redux, The Last of Us Remastered and Uncharted Nathan Drake Collection, God of War III Remastered) are all better looking AND run at a stable 1080p 60fps. Even MGSV, which is not a remaster, has one of the most impressive PBR systems this gen AND is open world, yet it also runs at a locked 1080p 60fps. Hell, as a final example, Borderlands The Handsome Collection has a similar, non-realistic art style, is open world and runs at 1080p 60fps (of course I'm talking about PS4 in this case, although I do think Xbox One could run this easily too at 900p 60fps).
I think it firstly shows that it's the constraint of time and the existing engine that makes it difficult to hit the 60fps. I mean the main reason why I don't think it's the hardware's fault is because take Uncharted 4 as an example, the game runs at the same frame rate and obviously looks much better, mainly because it's been built from the ground up for that platform (and other reasons such as budget/number of staff/optimized for just one hardware etc). Of course with a port, you have to work within the limitations of the old hardware and engine. Couple that with only so much time/money and you have a less ambitious 30fps target. Having said that, if they had targeted 60fps to begin with and improved IQ, I think that could have gone a long way, though I do applaud the effort into reworking the lighting system, as that is no easy feat.
I guess it's just a matter of giving up and calling it a day rather than going through much more effort and using up more money to implement the 60fps on top of the work they had already done to begin with with regarding the PBR/lighting system rework. I understand since it is a mid-tier publishers, even if I am a tad disappointed.