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DF Face-Off: Far Cry 3

This was also in the same generation.

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Got a PC screenshot of that so we can compare?
 
Probably because SMAA doesn't work all that well with the shader models used on consoles, although Crytek has it in for Crysis 3. It took FXAA a long time to catch on for native support so hopefully SMAA becomes a standard soon, at least for next gen. So much better than FXAA and it would be a great solution for consoles.

SMAA has a version directly made for consoles. it is on the dev website
 
It's kind of like one of those "spot the differences" puzzles:

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PS3 version has better weather, confirmed.

Though wow at that LoD-distance. That's pretty bad. If there's one thing I hate in open world games it's pop in.
 
Seems like Ubi gets to about 90% optimization and calls it a day. AC3 on ps3 is terrible and that was supposed to be "lead" platform. Btw, Wii U AC3 is much better, 25+ hrs in.
 
How taxing is SSAO usually ? the game doesn't seem to use a particularly good implementation of it (console version) and it ends up causing weird halos around the character models. They might as well have omitted to free resources for frame rate and tearing.
 
I'm using Dxtory to limit the frame rate on PC but it looks a little dodgy. It looks like how Halo: Combat Evolved does on 360.

Is there a setting I can change in the game's files to lock the frame rate?
 
I'm using Dxtory to limit the frame rate on PC but it looks a little dodgy. It looks like how Halo: Combat Evolved does on 360.

Is there a setting I can change in the game's files to lock the frame rate?

It's right there in the options screen, change the Vsync value to 2. I wouldn't recommend it though, as the input lag it adds is very noticeable.
 
Umm if you watch the video it clearly shows the ps3 having superior textures, AF, and in some cases, shadows. the 360 has an advantage in a handful of scenes.

edit: and ps3 having better light sources. how does this get overlooked?

having better textures and AF is a pretty big deal if you ask me. having no AF can completely destroy the look of a game.


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Got the 360 version this morning. My PC sucks monkeyass, so can't play it on that.
Getting a bit tired of the comments that the PC version is the best. Sure it is. You can't compare 7 year old tech to a PC nowadays. So...yes...all PC people that play this game are right: The best version is the PC version. You've made your point. Now please carry on.
It's more like the PC version is the only one that might have a playable framerate. That's the more salient point.
 
Interesting that the PS3 version has superior texture filtering. I don't see many people mentioning this, but they talk about it in the article.

"Sony's platform takes a big lead in terms of texture filtering, and looks sharper than 360 in many of our shots as a result."

Seems like there pretty close overall. With 360 having better shadows and PS3 having the better texture filtering. Framerate is horrible on both consoles. I don't see 360 getting much of advantage due to being a couple frames higher. When its 20fps vs 22fps, really how you gonna tell the difference, both not good.
 
The dithering in the shadows is consistently the worst on PS3

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yea but really now? slightly worse dithering is something minor compared to lower res textures and no AF, less light sources than the ps3 versions and specular mapping is also better.



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ps3 has better textures and filtering

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- ps3 better textures and light sources

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360 has the advantage with less dithered shadows but the ps3 has better details on the building and light sources with the bulbs.

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I think the console versions look pretty good considering the scale... but the performance is unacceptable. They should have scaled something back to get it at 30fps at least most of the time.

I agree with people who say that some of this years big games like this and AC3 really do show that we are knocking on next gens door. The games are really screaming for a little more power.
 
yea but really now? slightly worse dithering is something minor compared to lower res textures and no AF, less light sources than the ps3 versions and specular mapping is also better.

I think that in half of those shots the PS3 version looks worse because of the very noticeable dithering compared to minor and subtle improvements. So subtle that in some cases I can't even see a difference!
 
How does dithering shadows happen? Is it a bug? A lot times the 360 versions of games has this issue and not the PS3 version. Dishonored is a good recent example.
 
Just saw the videos. I must say I'm actually impressed at what they pulled out of 6-7yo machines. With 512MB of RAM. Considering the draw distance and how big the map is, I think it's really impressive that they achieved such a high level of texture and lighting quality. But that was too much for the consoles to handle, there's no way they could hold all that with a stable framerate. I kinda feel like what they did with the consoles with this game is what Team ICO did with SotC on the PS2 - pushing it over its limits.

Sure, if you get a linear first party game you can get better graphics, but I'd say it'll be very difficult to have an open world game looking better than this on these systems.

I have to say, this generation was more than I expected in terms of performance. 6/7 years later, console games still looking fairly good next to the PC's infinetely better hardware. But I guess it's gonna be difficult for console games to keep up from now on.
 
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360 has the advantage with less dithered shadows but the ps3 has better details on the building and light sources with the bulbs.

Those checkered shadows look so god damn bad.

For your reference the article does acknowledge the better texture filtering, but also notes the checkered shadows are a MUCH worse issue and far more prevalent everywhere.

How does dithering shadows happen? Is it a bug? A lot times the 360 versions of games has this issue and not the PS3 version. Dishonored is a good recent example.

It's probably some lighting algorithm, don't forget the same engine had the same issue (dithered shadows) on 360 for Far Cry 2. They fixed it on that platform, but that caused the issue to manifest on PS3.
 
The shadows are interesting to me. I thought PS3 games typically did well with shadows.
 
The shadows are interesting to me. I thought PS3 games typically did well with shadows.

Yeah, that's something that usually is better on PS3 versions. Funnily enough, usually textures and lighting are what are downgraded for PS3. This is a kind of bizarro port compared to most face off results. Dithering like that is something I haven't seen since Trespasser.
 
Yeah, that's something that usually is better on PS3 versions. Funnily enough, usually textures and lighting are what are downgraded for PS3. This is a kind of bizarro port compared to most face off results. Dithering like that is something I haven't seen since Trespasser.

... and at least that game had to deal with processing a very advanced arm simulation!
 
Could the shadow dithering be made to look worse than it really is due to the video/image capturing method? There is something very odd about the way it looks, like it's an image capturing artificat.
 
Not that I would buy this on consoles (lol at that frame rate), but based on the pictures in this thread, I'd take better textures and AF over the dithering. Did DF mention the AF/texture differences? No mention of it in the OP.
 
Could the shadow dithering be made to look worse than it really is due to the video/image capturing method? There is something very odd about the way it looks, like it's an image capturing artificat.
No that's how it looks. I remember playing through The Witcher 2 on pc and absolutely hating the dithering.
 
Could the shadow dithering be made to look worse than it really is due to the video/image capturing method? There is something very odd about the way it looks, like it's an image capturing artificat.

I don't think so, GTA IV had similar dithering on shadows.
 
The better texture filtering of the PS3 version is mentioned towards the end of the article:

Interesting wording lol. I'm pretty sure it's nothing to do with compensating mind, and just differences in how the hardware was best used for different things.
 
The shadows are interesting to me. I thought PS3 games typically did well with shadows.

RSX has hardware support for PCF, that's probably why shadows tend to look better...usually at close range.

What's going on here is interesting. The situation was the opposite in far cry 2 with the 360 version having the screen door artifacts on the shadows.

Not that I would buy this on consoles (lol at that frame rate), but based on the pictures in this thread, I'd take better textures and AF over the dithering. Did DF mention the AF/texture differences? No mention of it in the OP.

IIRC shadow quality is the same, it's the filtering that is different. It was mentioned in the article.
 
Texture resolution appears identical in those comparison shots. Texture filtering and brightness is what's different. Shadow filtering is the most apparent difference.
 
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