Digital Foundry Face-Off @ Performance Analysis (Latest: DriveClub Preview 2)

Started by ethomaz, May 28, 2014, 04:11 PM

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darkknightkryta

So what do you guys think?  Is the performance gap closed with EA or are they holding PS4 games back?

ethomaz

Quote from: darkknightkryta on Jun 24, 2014, 10:38 PM
So what do you guys think?  Is the performance gap closed with EA or are they holding PS4 games back?
900p with 30fps in a caged fighting games? They are holding back both consoles... the graphics are not impressive at all.

darkknightkryta

Quote from: ethomaz on Jun 24, 2014, 10:59 PM
900p with 30fps in a caged fighting games? They are holding back both consoles... the graphics are not impressive at all.
I agree, but I mean, by default the game should be running at a higher framerate than the Xbox One version.

ethomaz

Quote from: darkknightkryta on Jun 25, 2014, 01:30 AM
I agree, but I mean, by default the game should be running at a higher framerate than the Xbox One version.
4xMSAA vs 2xMSAA... this AA have a good hit in performance.

7H3

I don't know if EA would intentionally do that, but maybe they are working on possibly bringing both up at the same speed with sturdier performance so not to have such a wide gap in the performance or that performance lacking across the board.
"It's hip to be square." - Eurogamer<br />"Shut up its art!" -Legend

ethomaz

PES 2015 locked at 1080p/60fps on PS4.

QuoteThe PlayStation 4 version of PES 2015 will run at 1080p/60fps, Konami has confirmed to VideoGamer.com, but the publisher remains hesitant over whether the same will apply to Xbox One.

"We're locked at 60 frames, 1080p already, and this is the first build," European brand manager Adam Bhatti told us earlier today referring to the PS4 demo on display.

http://www.videogamer.com/ps4/pes_2015/news/pes_2015_locked_at_1080p_60fps_on_ps4_but_konami_hesitant_on_xbox_one_performance.html

ethomaz

Found on GAF.

Phantom Pain DF.

Quote- FXAA, same as in Ground Zeroes
- texture anisotropic filtering is below ideal
- addition of robust camera and motion blur
- similar object/shadow LOD like in GZ, but here users have easier access to faster transport
- added full TOD transition effect, which was not present in GZ
- framerate is locked to 60 almost all the time
- very rare framedrops and duplicate frames
- vast increase in landmass & object density
- great attention to detail everywhere
- they compared MGSV gameplay approach to original Crysis :D

http://www.eurogamer.net/articles/digitalfoundry-2014-whats-new-with-metal-gear-solid-5-the-phantom-pain

ethomaz

Face-Off: Outlast (Thanks Kayant@GAF)

QuoteOutlast stands out as one the few cross-platform games designed to deliver 1080p and 60fps on both consoles. In fact, image quality is virtually identical between the two systems, with only a slight variation in default brightness separating the two. Anti-aliasing wise, both iterations make use of a post-process solution with all the hallmarks of FXAA. Thankfully, Outlast is a very dark game which makes heavy use of post-processing effects so texture blur is generally kept to a minimum. Overall, the game looks crisp and clean on both consoles to the point that it's almost impossible to tell the two apart just looking at screenshots.

On PC, the developers neglected to include any in-game adjustable anti-aliasing options, instead leaving this up to the users to enable externally.

There's also the matter of texture filtering, which, on consoles at least, is fairly limited with obvious mip-map blurring visible at oblique angles. Comparing the two side by side reveals identical settings. Naturally, on the PC this isn't an issue at all provided that anisotropic filtering is forced at the driver level. The nature of the darkened environment does help minimise this issue but the extra boost to texture detail on the PC is certainly welcome.

Putting the Xbox One and PS4 versions side by side it becomes clear that there are few notable differences between them. In certain rare cases we encountered a texture popping in slightly quicker on one platform or another (standard UE3 fare then) while in other cases, the intensity of certain dynamic lights could differ as well. The only puzzling difference we encountered concerns loading times, which are a bit faster on Xbox One. The initial load on PS4 is a good 35 seconds while Xbox One is finished in just 20. Thankfully loading screens do not appear frequently, preventing this from becoming an issue. Either way, these are really just nitpicks in the grand scheme of things and the two versions are as close a match as one could expect.

It's when we look at performance that slight differences between the console versions begin to appear. In general, we're looking at a base rate of 60fps on both consoles and that target is regularly sustained. There are, however, moments in which frame-rate dips can and do occur, resulting in torn frames. As with a number of other Unreal Engine titles, Outlast utilises an adaptive v-sync solution, locking at 60fps and tearing when rendering runs over budget.

Summary

PS4

  • 1920x1080p @ 60fps
  • FXAA
  • Slower load times

Xbox One

  • 1920x1080p @ 60fps
  • FXAA
  • Faster load times

darkknightkryta


ethomaz

Quote from: darkknightkryta on Jul 07, 2014, 08:14 PM
Outlast is that asylum game right?
Yeap... really good game... the best of horror launched this year.

Dr. Pezus


ethomaz

Quote from: Pezus on Jul 07, 2014, 10:02 PM
Didn't know it released on X1 already
Some days (or weeks ago)... no announce... just stealthily showed on Live ;)

Edit - June 18, 2014 was the release... so 4 months after PS4 version.

ethomaz

I will update later but DF released the Sniper 3 comparison...

http://www.eurogamer.net/articles/digitalfoundry-2014-sniper-elite-3-face-off

The dev made the worst decision to try to reach 1080p on Xbox One... it didn't reached 60fps, the textures are downgraded and even AF was compromised. PS4 matches PC Ultra with 1080p@60fps.

Maybe it is one if the bigger differences in graphics and performance for now...

GAF summary:

Quote- PS4 almost matches PC IQ, running at ultra settings.
- XB1 has lower resolution artwork and reduced texture filtering and also limited indirect shadowing
- Fluctuating framerate on both consoles
- PS4 closest to delivering 60 fps experience with a 5-10 fps lead over XB1
- XB1 has trouble keeping a consistent framerate when vegetation is on screen
- XB1 suffers a lot from tearing
- PC seems to have lower quality "buggy" shadows compared to consoles

Screen tearing on XB1 is the worst I ever see in a console.



PS. DF updated the article saying a day 1 patch will be release to Xbox One locking the fps to 30fps.

ethomaz