http://www.eurogamer.net/articles/digitalfoundry-2014-ea-sports-ufc-face-off
Punch me in the face if old.
It's clear that that both versions of UFC still operate using 1600x900 framebuffers in combination with multi-sampling anti-aliasing. As we saw in the demo code, 4x MSAA is present on PS4, reduced to 2x MSAA on the Xbox One, giving Sony's system a tangible increase in overall image quality even if the difference is fairly subtle a lot of the time. A closer look at the edges on Xbox One also reveals some inconsistent transparent pixels around characters and scenery, suggesting a rougher, less refined scaling implementation. This leads to the game looking slightly fuzzier, although when viewing the action from a few feet away on our 32-inch HDTV these artefacts are pretty well concealed by post-processing effects.
As we saw in the demo, the PS4 version is more refined where these effects are concerned, with higher-precision object blur and better-quality shadow filtering on Sony's console. Motion blur is a touch heavier on the PS4, as is the use of ambient occlusion, providing a slightly greater amount of depth across character faces than the Xbox One version.
Across different arenas using various combatants, we still see some minor frame-rate drops on PS4 and a few regularly torn frames (limited to the top 10 per cent of the screen, so mostly unnoticeable). The situation has little impact on how the game plays, but the dropped frames do lead to some short but noticeable stutters during both gameplay and cut-scenes on Sony's system. The Xbox One game delivers a clean 30fps presentation without these mild inconsistencies, which makes the experience feel a little more refined where performance is concerned.
EA's next-gen only UFC title can be considered a success overall, even if the revelatory jump in fidelity we saw in the last-gen Fight Night series isn't replicated here. Similar to Fight Night Champion, the use of a 30fps frame-rate and liberal use of post-processing creates a more intense and almost cinematic feel that works well. However, with all that extra power on tap in the new consoles we can't help wonder whether GPU resources should have been deployed on a 60fps gameplay experience rather than the post-processed, smoother look here. TV shows are generally shot on film at 24fps, while sport is presented via video at 60Hz. We applaud the developer's approach to fidelity, but perhaps a higher frame-rate would have made for better gameplay and would have been a closer match for the sport's presentation in real life.
In the multi-platform stakes the PS4 game benefits from superior effects work and better image quality, giving this version a slightly more refined look. Performance is a little more solid on Xbox One, but the pros and cons for each version have minimal impact in terms of the impact on gameplay. Overall, the PS4 version of UFC nudges ahead but it must be said that the experience is virtually interchangeable across both consoles. With that in mind, if the bulk of your competition lies with Xbox One owners online we have no hesitation in recommending that version too.
Punch me in the face if old.