First and foremost, the E3 Walker Assault footage is a genuine, practical look at console gameplay in motion. The PS4 capture is largely unedited, providing long stretches of action around the icy Hoth map, and letting us in on frame-rate and resolution details ahead of launch. Right away, from an early pixel-count we see the game matches the basic framebuffer setup of Battlefield 4 and Hardline: the evidence suggesting this PS4 build runs at a native 1600x900 with a pass of post-process anti-aliasing.
Despite the upscaled resolution, the game still looks good on Sony's machine (though in light of these metrics, we wonder if we'll see any improvement over Xbox One's limited 720p Battlefield presentation). From mid-air dogfights between X-Wings and Tie Fighters to on-foot battles against oncoming AT-AT walkers, DICE's work nails the aesthetic of the original films. And despite a confirmed cap of 40 players (lower than Battlefield 4's maximum 64), the scale of terrain is still broad enough to impress. However, it's fair to say its network of trenches and mountains don't come close to matching the sheer density of detail of the Endor woodland map shown in April.
In other words, the early Endor teaser is more a demo for what Frostbite 3 is capable of, possibly given the right PC setup - an engine benchmark ahead of time. Though a direct comparison of this map on PS4 isn't possible yet, certain effects are evidently removed from the gameplay demo shown at E3. For starters the depth of field and a per-object motion blur are missing, while alpha transparencies lack the sharpness of this initial reveal. It's a setup that falls in line with Battlefield 4 on console, where motion blur is only engaged for campaign mode and cut from the multiplayer component. However, with no campaign mode due in Star Wars Battlefront, these effects show no signs right now of making a return. Even for crafted missions intended for split-screen play - such as this Horde mode fight on Tatooine - it appears there's no change from the PS4's multiplayer demo.
The E3 demo's presentation is far less cinematic as a result, but the sense of scale is still very much there. Though the Hoth map is nowhere near as densely packed as Endor's woodland, draw distances are vast with only minimal geometry pop-in when swooping down in an X-Wing. Up-close, character model detail is also close to the teaser's high standards. The only let-down is a sighting of a filtering cascade: when flying past other airborne vehicles, shadows far below appear blurred until it descends past a certain threshold. Otherwise, the game's approach to shadows quality and ambient occlusion is every bit as strong as the Battlefield series' appearances on console.
Even with the Hoth demo's mostly white colour palette, there are neat visual touches not seen in the original teaser. Parallax occlusion mapping features heavily on this icy map for example, with footprints and indents lining the base of the trenches to give each surface a three-dimensional look. Backed by a specular component, the texture mapping for snow is convincing, especially as it's pitted against the Frostbite 3 engine's lighting model.
A perfect 60fps on PS4 is seemingly not within reach right now. The E3 build is an explosive, open-ended 40-player match that rarely holds at this target number, besides the indoors segment right at the start. In this respect, performance is very similar to Battlefield 4 at its peak in multiplayer; a 40-50fps game for the general run of play that can dip into the 30s when pushed. In fact, speeding across the map in a TIE Fighter practically locks performance to 30fps for several seconds in our analysis, giving us the lowest figure across the demo.
Thankfully v-sync is engaged, but it's still clearly a long way from the silky smooth 60fps update we're looking for, even given the concessions in physics-based destruction and overall player count. Despite this, we're hopeful that the frame-rate reading will improve by release, and especially so far smaller-scale battles. After all, Battlefield Hardline did show extensive improvements between its beta debut at last year's E3 and its final release earlier this year.
No doubt the team's early experiences with PS4 and Xbox One are an advantage as it builds on the current codebase, and we hope that this - along with the current PC closed alpha - staves off a repeat of Battlefield 4's buggy launch. But so far so good: the most exciting part is that Star Wars Battlefront has a few months to go before its November release. Despite falling short of the April trailer's dazzling high pitch (perhaps inevitably), it already gives us plenty to get excited about. The performance level on PS4 isn't ideal - and clearly work is needed there - but as an early indicator, it's at least on par with the team's previous games on Sony's hardware - and crucially, there's time to improve come release.
https://www.youtube.com/watch?v=TLQ6iRl8QPA
http://www.eurogamer.net/articles/d...ront-on-ps4-shows-huge-promise-but-needs-work