Digital foundry has released a performance analysis of battlefield hardline MP using "Final Code" on PS4 and X1
"Today, we have the final PlayStation 4 and Xbox One code to hand, where to varying degrees we see Visceral Games' efforts paying off - though it's clear a locked 60fps is still a hard won fixture on console."
Problems seem to be caused by 64 players on compact maps (on both consoles)
Cranking the player count up to 64, some maps hold up in performance terms more adeptly than others. As ever, triggered events like the collapsing of the Hollywood Heights' central building cause big momentary drops - similar to the crashing crane on the Downtown stage. However, it's compact maps such as The Block that strain PS4 and Xbox One more consistently, where sustained periods at between 40-50fps are possible when a match is in full flow.
When crammed with 64 players, the focus on physics-based destruction causes very erratic lurches on our graph, quite unlike any other stage. At its nadir, both PS4 and Xbox One fall closer to 40fps to produce very sluggish controller response - easily the worst we see in the game after days of testing.
For example, from a 8,100 frame sample of major stress points on The Block, we see 741 (9.15%) frames dropped when maxed out at 64 players. Conversely, even factoring the absolute worst clips from a 32-player game, only 41 frames are dropped (0.50%) from the same sized test sample.
Of course the PS4 maintains the resolution advantage, but each game features the same visual settings and flaws
Indeed, the biggest difference is still in the resolution stakes; Xbox One runs at a 1280x720 internal resolution, and the PS4 sticks to 1600x900. Each delivers these massive sandbox maps at the same visual presets too; pop-in occurs at the same distance, while effects and textures are matched for quality. Sadly the low-grade screen-space ambient occlusion (SSAO) and pixel-crawl artefacts carry straight over from Battlefield 4 too - two points we had hoped would be addressed for Hardline.
And of course, stupid EA couldn't even run a press event with out the multiplayer shitting itself (due to using cut down code for the event)
Having tested the PS4 version's multiplayer at an EA-hosted event, it bears mention that we saw around five crashes over the course of the first day. These manifested as server hang-ups that forced all attendees to restart a match. It's an unfortunate initial impression given Visceral Games' efforts to optimise, though to be fair we experienced no crashes on the second day.
I'm sure a further in depth analysis will becoming, and include the PC version
For you X1 fans, it seems the game is available already on EA early access.
But i guess for smooth gameplay avoid 64 players on small maps
Log in to comment