http://www.eurogamer.net/articles/digitalfoundry-2014-pes-2015-face-off
Kept you upscaling, huh?
Kicking off with patch 1.01 installed on each, the initial reaction is perhaps the most obvious. With Xbox One running at 44.4 per cent of the PS4's overall pixel output, the presentation of pitch details is hugely impacted. From the patterning of grass shaders to the nylon weave across player boots, the impression is that Xbox One is working to a last-gen technical standard by rendering at 720p. Even setting the game to its default 'wide' camera option, the field and players are noticeably softened, and worst of all, panning sweeps across stadia supports and crowds produce a much nastier pixel crawl effect on Microsoft's platform.
Aside from pixel count, both Sony and Microsoft hardware holds up to the exact same bar of quality - the game's shadow quality, player facial detail, and texture map resolution are a match. Even so, however minor, there are some differences on close inspection. Texture filtering quality is a divisive point, appearing in a more refined form on PS4, while the Xbox One applies a more obvious filtering cascade to pitch-side insignia. Grass shaders also show up with sharper highlights on PS4 at ground level, manifesting in a slightly simplified form on the Microsoft platform. However, just about every other element of the game's design is even.
On to the frame-rate metrics, and we're immediately presented with strong 60fps performers on both PS4 and Xbox One. Simply put, the actual core gameplay runs at a perfect update without a single hiccup to mention; and, unlike FIFA, this applies to all set-pieces and gameplay camera modes. It's exactly as it should be, with the PS4's locked 1080p60 delivery every bit as consistent as in Metal Gear Solid 5: Ground Zeroes. Likewise for Xbox One, the resolution drop is a tough pill to swallow, but playback itself is at an unerring 60fps.
However, it's the experience surrounding the gameplay that is affected by frame-rate dips, and both consoles are impacted in different ways. For example, Xbox One suffers from more stuttering during cut-scenes, particularly just as a match pre-amble starts. Around team selection menus, we also catch background loading not present on PS4, which renders the controller inputs null for a second or two until it resolves. It's a minor frustration on Microsoft's platform, but once again, the on-pitch action is unaffected.
The PS4's unique issue is perhaps more glaring, but hardly a game-breaker. While automatic replays run at a perfect 60fps, entering the replay mode to manoeuvre the camera manually can cause dips on Sony's platform. For example, angling the viewpoint towards an oncoming player, with both teams in full view behind, makes it easy to record a sustained 40fps drop. Stress-testing the engine under normal circumstances is a challenge, but in this specific scenario the PS4 reveals an interesting bottleneck not shown on Microsoft's hardware.
All of which leaves us with a fairly clear round-up. For Konami's first football sim of this new generation, the PS4 is unequivocally the version of choice based on its vast resolution advantage. Pro Evolution Soccer 2015 may not have the glamour of its contemporaries, but unlike its FIFA competition, it's able to uphold a perfect 60fps during all forms of gameplay; from corners to its Be a Pro style mode. In this sense, neither PS4 or Xbox One miss out on a pitch-perfect gameplay experience.
There are other, minor advantages in favour of the PS4 release, such as the improved texture filtering, but at its essence, the 1080p presentation is the real clincher against the 720p Xbox One's version. At the cost of 40fps dips during manual replays, this is still an unbeatable position for Sony's platform, where virtually every other significant graphical point is matched between the two.
Kept you upscaling, huh?