geordiemp
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http://www.eurogamer.net/articles/digitalfoundry-2014-the-witcher-3-tech-analysis
Speaking on optimising the experience across all three formats, Mamais also describes some key stress points on console that had to be overcome. "Dynamic shadows are really costly, post-processing effects are really costly," he says "so it's just a matter of optimisation and using the architecture in a really smart way."
When asked about the differences in approach when developing for either PS4 or Xbox One, the team's experience with the DirectX API on PC stands out as an advantage in developing for the latter. "The fact that we can use DX11 on Xbox One and the PC makes some things easier," Michał Krzemiński says. "We do have to put a little extra effort into developing on the PlayStation 4, but it's nothing we can't handle and that would make development problematic."
As for the matter of resolution, the Xbox One version on show at E3 is confirmed by John Mamais to be running at 900p, with hopes to push it higher come release as part of the larger optimisation drive. It's also confirmed that in addition to post-processing effects, temporal anti-aliasing is in use for the current build - an approach that blends the current and previous frames together to cut down visual noise during camera movement.
On that note, performance of the E3 Xbox One build is very encouraging, having been designed with a 30fps target in mind. Unlike The Witcher 2 on 360, we're pleased to see a permanent v-sync in place to avoid tearing. A potential stress-point for the engine is in combat, where we detect stutters down to the mid-20fps range - the additional development time CDPR gave itself should hopefully see optimisation efforts implemented to level out the frame-rate.
As for the as-yet unseen PS4 version, meanwhile, Mamais concedes that "being able to do 1080p on PS4 a little bit easier than on Xbox One