Enter the Dragon Punch
Banned
http://www.eurogamer.net/articles/digitalfoundry-2015-rise-of-the-tomb-raider-face-off
written by our very own dark10x, as always!
Rise of the Tomb Raider Xbox 360 vs Xbox One Graphics Comparison
Rise of the Tomb Raider Xbox 360 vs Xbox One Frame-Rate Test
The Cutting-Edge Tech of Rise of the Tomb Raider
tl;dr
- native 720p
- fxaa
- 360 has less shimmering thanks to less materials
- shadow resolution is less than half of xbone
- no tessellation
- no tressfx
- pretty stable 30fps, a lot more drops than the xbone, but also occasionally performs slightly better thanks to a much lower load to deal with
- has a lower quality SSAO solution
- low quality texture filtering
- input lag on 360 is noticeably better than xbox one
- completely serviceable version of the game
It's a great port. Xbox One is better thanks to the 1080p and slightly more stable frame-rate, but the 360 version is more than serviceable.
I'm seriously impressed that this is a better technical achievement on the 360 than games developed with the 360 in mind from the get go.
Nixxes da gawd.
written by our very own dark10x, as always!
Rise of the Tomb Raider Xbox 360 vs Xbox One Graphics Comparison
Rise of the Tomb Raider Xbox 360 vs Xbox One Frame-Rate Test
The Cutting-Edge Tech of Rise of the Tomb Raider
First off, the most obvious difference comes from image quality. Xbox 360 renders the game at 1280x720 with a pass of FXAA producing results in line with the last game on the same console - a world apart from the most richly detailed 1080p Xbox One title. Beyond that, it would appear that the colour depth has been reduced resulting in noticeable color banding in numerous scenes. Also, outside of a few unique instances, we're looking at very low levels of texture filtering.
Curiously, while image quality is worse on the whole, there are some instances where component elements compare favourably against Xbox One. We mentioned previously that Xbox One exhibits some strange pixelated artefacts in a number of scenes along with plenty of shimmering. With less complex materials in play, the Xbox 360 version actually comes out ahead in these select instances. Don't mistake that for superiority though, as the 1080p presentation on Xbox One is a huge step up overall.
Cut-scenes on Xbox 360 will look familiar to anyone that has played the game on Xbox One - all of the main cinematics are now pre-recorded videos based on captures from the current-gen version, as opposed to the pristine real-time rendering we have on the full-fat version. With the Xbox 360 version weighing in at a mere 6.23GB in its entirety, this basically means that the video sequences have little bandwidth available, meaning that video quality is very murky, with visible artefacting. We would have been interested in seeing these scenes rendered in real-time on 360 just to see what could be achieved.
Shadows are pared back with a lower resolution implementation. Shadow maps are already relatively low resolution on Xbox One but on 360, we're often looking at shadow resolution reduced by upwards of 50 per cent. The sample distribution method used on Xbox One is also absent, resulting in more obvious transition points along the shadow cascade. Ambient occlusion is now replaced with a more basic SSAO effect instead of the broad temporal in-house solution used on Xbox One.
Ultimately, what we have here is one of the best down-ports we've seen in a while. Transitioning a game from a modern platform to less powerful hardware is not a trivial task. The sheer number of technical features included in the Xbox One version seems to suggest that Crystal Dynamics went all-in from a visual perspective during its creation - it does not feel as if its vision for the game was limited by the need to release the game on Xbox 360.
tl;dr
- native 720p
- fxaa
- 360 has less shimmering thanks to less materials
- shadow resolution is less than half of xbone
- no tessellation
- no tressfx
- pretty stable 30fps, a lot more drops than the xbone, but also occasionally performs slightly better thanks to a much lower load to deal with
- has a lower quality SSAO solution
- low quality texture filtering
- input lag on 360 is noticeably better than xbox one
- completely serviceable version of the game
It's a great port. Xbox One is better thanks to the 1080p and slightly more stable frame-rate, but the 360 version is more than serviceable.
I'm seriously impressed that this is a better technical achievement on the 360 than games developed with the 360 in mind from the get go.
Nixxes da gawd.