https://www.youtube.com/watch?v=NAwff8w8Pog
https://www.youtube.com/watch?v=0l5k0zWBEeE
Some interesting bits from the DF article:
Much more here: http://www.eurogamer.net/articles/digitalfoundry-2015-call-of-duty-black-ops-3-face-off
https://www.youtube.com/watch?v=0l5k0zWBEeE
Some interesting bits from the DF article:
Ultimately, image quality on console has a very close relationship with rendering resolution, and it's here PS4 gains a considerable advantage: Treyarch uses a dynamic framebuffer in both platforms, but the implementation is less aggressive on PS4 with permanently higher pixel counts compared to the Xbox One game. When the engine is under load, native resolution drops down to 1360x1080, but much of the time we're graced with a native 1080p image. By comparison, outside of cut-scenes, the Xbox One game usually hands in a native 1280x900 presentation, with horizontal resolution dropping down to 1200 pixels fairly often. Not all cut-scenes are locked at 1080 vertical resolution either, and a few of these sequences get the dynamic 900p treatment too.
In comparison to the PC version, texture detail appears to run using a combination of extra and high settings on consoles, while mesh detail is similar in places to both medium and high. Most of the core artwork is a close match to the PC version using the extra preset, but ground details often feature lower resolution textures on consoles, while character texture quality usually looks the same. Geometry details on characters are a match for the maxed PC game too, though many environment objects are rendered with slightly less complexity - such as random debris and broken furniture scattered across the ground.
Elsewhere, anisotropic filtering operates using the medium preset on consoles, leading to blurrier textures at oblique angles, while shadow quality seems to fall somewhere between medium and high. These elements feature similarly dithered edges to PC's medium setting, but with less break up and flicker. Visual effects like motion blur, depth of field and subsurface scattering skin rendering appear identical across all three platforms. Ambient occlusion is a close match for the high preset, while volumetric lighting is a good match for medium settings on PC.
Cutting back on lighting, the amount of effects work and large set-pieces allow Treyarch to reign in performance so that we get far more closer to a stable 60fps throughout the vast majority of multiplayer matches. Occasional dips between 50-60fps create brief moments of stutter, but these last for a few seconds at most before the silky smooth 60fps lock is resumed.
Much more here: http://www.eurogamer.net/articles/digitalfoundry-2015-call-of-duty-black-ops-3-face-off