DF: NfS:R: PS4 vs Xbox One Comparison

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danabo

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#1  Edited By danabo
Member since 2003 • 2438 Posts

So what do we have? The build under our magnifying glass is confirmed by Ghost Games as 99 per cent close to final, with only minor tweaks left ahead of its launch this month. The claim to achieving a native 1080p on PS4 and 720p on Xbox One is also made, and certainly holds muster with our tests.

Up close, there's no difference in assets between the two. Textures appear just as sharp, rain effects, motion blur and destruction physics are each fully instated, while town and car detailing is like-for-like. You can judge this for yourself with our 30-strong Need for Speed: Rivals image gallery, taken from the tutorial section where day-night cycles and weather are uniquely synchronised. It's worth noting, however, that landscapes are still occasionally toned differently due to randomised cloud positions, which affects the lighting in spots.

With that being said, there is one difference between the PS4 and Xbox One version. Sony's platform makes use of a bokeh depth-of-field effect to distinguish the foreground from a backdrop, noticed mainly during pre-race camera angles. It's a pleasant effect that recreates the results of real-life photograpy when a camera's aperture is reduced, causing distant lights to appear as enlarged luminous specs - a look that's entirely absent on Xbox One. In its place, Microsoft's platform applies a less refined haze filter that slightly impacts the clarity of car details in the foreground. Thankfully this only applies for these fleeting moments, and once the race gets started both platforms remove their chosen depth-of-field effects to unleash like-for-like images.

Update: Wow, that was quick. We've just had feedback to this article from Ghost Games' Andreas Brinck, rendering lead on Need for Speed: Rivals - "I wanted to thank you for the excellent technical analysis of our game, but also ask for a small correction. The article states that the PS4 version of the game is missing ambient occlusion, but the fact is that the PS4 version actually is using it in the form of HBAO. Here are two screenshots from the PS4 demonstrating the difference between having it enabled (this is what's shipped and looking at the screenshots from the article it seems like this was in the build you played as well) and disabled. The effect is most visible on the exhaust pipes and the background, but can be seen on the armco as well."

Our mistake and we're happy to make the correction.

FULL ARTICLE HERE

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Sweenix

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#2 Sweenix
Member since 2013 • 5957 Posts

So.. it's a draw?

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ReadingRainbow4

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#3 ReadingRainbow4
Member since 2012 • 18733 Posts

Console parity already rearing it's ugly head.

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danabo

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#4 danabo
Member since 2003 • 2438 Posts

@Sweenix said:

So.. it's a draw?

So which is better? Brokeh depth-of-field or ambient occlusion? There's only one way to find out...

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II_Seraphim_II

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#5 II_Seraphim_II
Member since 2007 • 20534 Posts

Seems like a tie. That's good to hear :)

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2mrw

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#6 2mrw
Member since 2008 • 6206 Posts

I can't spot a single difference !

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danabo

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#7  Edited By danabo
Member since 2003 • 2438 Posts

@2mrw said:

I can't spot a single difference !

Yep, going to do it.

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2mrw

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#8 2mrw
Member since 2008 • 6206 Posts

u should have tried this one out ... that would have been hilarious :D .

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deactivated-58e448fd89d82

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#9 deactivated-58e448fd89d82
Member since 2010 • 4494 Posts

Both look good, and both look the same, well done DICE.

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bodde1972

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#10 bodde1972
Member since 2013 • 117 Posts

Already updated. Why are they reviewing non final builds? They need to stop that shit.

Update: Wow, that was quick. We've just had feedback to this article from Ghost Games' Andreas Brinck, rendering lead on Need for Speed: Rivals - "I wanted to thank you for the excellent technical analysis of our game, but also ask for a small correction. The article states that the PS4 version of the game is missing ambient occlusion, but the fact is that the PS4 version actually is using it in the form of HBAO. Here are two screenshots from the PS4 demonstrating the difference between having it enabled (this is what's shipped and looking at the screenshots from the article it seems like this was in the build you played as well) and disabled."

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#11  Edited By danabo
Member since 2003 • 2438 Posts

@bodde1972 said:

Already updated. Why are they reviewing non final builds? They need to stop that shit.

Update: Wow, that was quick. We've just had feedback to this article from Ghost Games' Andreas Brinck, rendering lead on Need for Speed: Rivals - "I wanted to thank you for the excellent technical analysis of our game, but also ask for a small correction. The article states that the PS4 version of the game is missing ambient occlusion, but the fact is that the PS4 version actually is using it in the form of HBAO. Here are two screenshots from the PS4 demonstrating the difference between having it enabled (this is what's shipped and looking at the screenshots from the article it seems like this was in the build you played as well) and disabled."

(this is what's shipped and looking at the screenshots from the article it seems like this was in the build you played as well) What?

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#12 Sollet
Member since 2003 • 8288 Posts

@bodde1972 said:

Already updated. Why are they reviewing non final builds? They need to stop that shit.

Update: Wow, that was quick. We've just had feedback to this article from Ghost Games' Andreas Brinck, rendering lead on Need for Speed: Rivals - "I wanted to thank you for the excellent technical analysis of our game, but also ask for a small correction. The article states that the PS4 version of the game is missing ambient occlusion, but the fact is that the PS4 version actually is using it in the form of HBAO. Here are two screenshots from the PS4 demonstrating the difference between having it enabled (this is what's shipped and looking at the screenshots from the article it seems like this was in the build you played as well) and disabled."

You should add this in the OP.

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#13  Edited By danabo
Member since 2003 • 2438 Posts

@Sollet said:


You should add this in the OP.

I'll update later.

Still "(this is what's shipped and looking at the screenshots from the article it seems like this was in the build you played as well)" DF said "the Xbox One's extra shading shows up around roadblocks and traffic cones, while other shadows play across the floor in the same way." but if "this was in the build they played as well", what were they smoking?

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#14 Sollet
Member since 2003 • 8288 Posts

@danabo said:

@Sollet said:

You should add this in the OP.

I'll update later.

Still "(this is what's shipped and looking at the screenshots from the article it seems like this was in the build you played as well)" DF said "

the Xbox One's extra shading

shows up around roadblocks and traffic cones, while other shadows play across the floor in the same way." but if "this was in the build they played as well", what were they smoking?

Either way with that update the PS4 ends up on top as expected.

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tormentos

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#15  Edited By tormentos
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@bodde1972 said:

Already updated. Why are they reviewing non final builds? They need to stop that shit.

Update: Wow, that was quick. We've just had feedback to this article from Ghost Games' Andreas Brinck, rendering lead on Need for Speed: Rivals - "I wanted to thank you for the excellent technical analysis of our game, but also ask for a small correction. The article states that the PS4 version of the game is missing ambient occlusion, but the fact is that the PS4 version actually is using it in the form of HBAO. Here are two screenshots from the PS4 demonstrating the difference between having it enabled (this is what's shipped and looking at the screenshots from the article it seems like this was in the build you played as well) and disabled."

hahahaha but but the PS4 has no HBAO...my god see this is why DF can't be trusted this is the second comparison they get wrong..lol I guess Money really talks...haha

All in all, our preliminary verdict of Need for Speed: Rivals is mostly positive; a true 1080p game on each platform, running at a consistent 30fps - though afflicted by the above-mentioned irregularities in motion. With asset quality and frame-rates being on par, each next-gen version comes packaged with a unique visual bonus; the refined bokeh depth-of-field on PS4, and the ambient occlusion on Xbox One

I wonder if they will have the guts to change that line the PS4 version has an edge since it has HBAO as well.

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danabo

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#16 danabo
Member since 2003 • 2438 Posts

@tormentos said:

@bodde1972 said:

Already updated. Why are they reviewing non final builds? They need to stop that shit.

Update: Wow, that was quick. We've just had feedback to this article from Ghost Games' Andreas Brinck, rendering lead on Need for Speed: Rivals - "I wanted to thank you for the excellent technical analysis of our game, but also ask for a small correction. The article states that the PS4 version of the game is missing ambient occlusion, but the fact is that the PS4 version actually is using it in the form of HBAO. Here are two screenshots from the PS4 demonstrating the difference between having it enabled (this is what's shipped and looking at the screenshots from the article it seems like this was in the build you played as well) and disabled."

hahahaha but but the PS4 has no HBAO...my god see this is why DF can't be trusted this is the second comparison they get wrong..lol I guess Money really talks...haha

All in all, our preliminary verdict of Need for Speed: Rivals is mostly positive; a true 1080p game on each platform, running at a consistent 30fps - though afflicted by the above-mentioned irregularities in motion. With asset quality and frame-rates being on par, each next-gen version comes packaged with a unique visual bonus; the refined bokeh depth-of-field on PS4, and the ambient occlusion on Xbox One

I wonder if they will have the guts to change that line the PS4 version has an edge since it has HBAO as well.

1. They've already updated the article.

2. You can't see a difference.

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eNT1TY

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#17 eNT1TY
Member since 2005 • 1319 Posts

From the 2 pics on the op enlarged on separate tabs they do look rather close but there are noticeable differences. The xbo pic seems to have lesser quality texture filtering as evident by the degradation of quality and clarity of the road texture and roadside dirt about 10-15 yards in front of the car and onwards. Distant textures are muddier and blurrier on the xbo pics most noticeably on the mountain rocks on the left and the ground below that. Also past the tower before the right turn the xbo pic is missing 2/3rds of the vegetation and foliage (picture rdr 360 vs ps3 in regards to grass patches and bushes) although it only happens in the distance. The 1st 20 visible yards are almost identical and hardly any differences but a bit farther down and parity ends. This is all based solely on the 2 pics compared. In motion you don't notice at all but when presented with screen shots one has time to scrutinize them in ways not possible while playing even side by side. A decent 1st outing for NFS on both consoles i'm sure. I'll buy which ever of these versions drop in price firsts as i don't see this stealing ANY time away from forza 5 to warrant a full price purchase but i do want to play it eventually.

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ReadingRainbow4

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#18  Edited By ReadingRainbow4
Member since 2012 • 18733 Posts

Did this thread back fire?

So is the xbone remaining bokeh-less?

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#19  Edited By danabo
Member since 2003 • 2438 Posts

@eNT1TY said:

From the 2 pics on the op enlarged on separate tabs they do look rather close but there are noticeable differences. The xbo pic seems to have lesser quality texture filtering as evident by the degradation of quality and clarity of the road texture and roadside dirt about 10-15 yards in front of the car and onwards. Distant textures are muddier and blurrier on the xbo pics most noticeably on the mountain rocks on the left and the ground below that. Also past the tower before the right turn the xbo pic is missing 2/3rds of the vegetation and foliage (picture rdr 360 vs ps3 in regards to grass patches and bushes) although it only happens in the distance. The 1st 20 visible yards are almost identical and hardly any differences but a bit farther down and parity ends. This is all based solely on the 2 pics compared. In motion you don't notice at all but when presented with screen shots one has time to scrutinize them in ways not possible while playing even side by side. A decent 1st outing for NFS on both consoles i'm sure. I'll buy which ever of these versions drop in price firsts as i don't see this stealing ANY time away from forza 5 to warrant a full price purchase but i do want to play it eventually.

If you look at the tree on the left, the Xbox One version is far clearer and the PS4 version lacks texture and is washed out in comparison. You'll also notice the muddy hill textures on the hillside on the PS4 version whereas the Xbox One's is bright and clear. If you zoom in on the exhaust pipes you'll also see that the PS4 version is a jaggy mess compared to the Xbox One's exhausts. The HUD on the PS4 also lacks the depth and contrast of the Xbox One version and is missing a flag. The 1st 20 visible yards are almost identical and hardly any differences but a bit farther down and parity ends. This is all based solely on the 2 pics compared. In motion you don't notice at all but when presented with screen shots one has time to scrutinize them in ways not possible while playing even side by side.

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ReadingRainbow4

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#20 ReadingRainbow4
Member since 2012 • 18733 Posts

lol, lems are reminding me of the early HC cows from 2006.

Major freaking role reversal taking place here.

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#21 danabo
Member since 2003 • 2438 Posts

@ReadingRainbow4 said:

Did this thread back fire?

So is the xbone remaining bokeh-less?

This is "bokeh":

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ReadingRainbow4

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#22  Edited By ReadingRainbow4
Member since 2012 • 18733 Posts

The best depth of field there is, I've been enjoying it for a while on PC.

Looks like I won't have to go without if I decide to play the quads version, cool beans.

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#23 tormentos
Member since 2003 • 33793 Posts

@ReadingRainbow4 said:

Did this thread back fire?

So is the xbone remaining bokeh-less?

Yes and what DF try to use as parity argument failed since the PS4 version also has HBAO confirmed by the developer..hahaha

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#24  Edited By danabo
Member since 2003 • 2438 Posts

@tormentos said:

@ReadingRainbow4 said:

Did this thread back fire?

So is the xbone remaining bokeh-less?

Yes and what DF try to use as parity argument failed since the PS4 version also has HBAO confirmed by the developer..hahaha

Can you still see a difference in those CoD shots, T?

Microsoft's platform applies a less refined haze filter that slightly impacts the clarity of car details in the foreground. Thankfully this only applies for these fleeting moments, and once the race gets started both platforms remove their chosen depth-of-field effects to unleash like-for-like images.

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#25  Edited By tormentos
Member since 2003 • 33793 Posts

@danabo said:

Can you still see a difference in those CoD shots, T?

Microsoft's platform applies a less refined haze filter

that slightly impacts the clarity of car details in the foreground. Thankfully

this only applies for these fleeting moments,

and once the race gets started

both platforms remove their chosen depth-of-field effects to unleash like-for-like images

.

With asset quality and frame-rates being on par, each next-gen version comes packaged with a unique visual bonus; the refined bokeh depth-of-field on PS4, and the ambient occlusion on Xbox One

The first is that Sony's platform makes use of a bokeh depth-of-field effect to distinguish the foreground from a backdrop, noticed mainly during pre-race camera angles. It's a pleasant effect that recreates the results of real-life photograpy when a camera's aperture is reduced, causing distant lights to appear as enlarged luminous specs - a look that's entirely absent on Xbox One. In its place, Microsoft's platform applies a less refined haze filter that slightly impacts the clarity of car details in the foreground.

Thankfully this only applies for these fleeting moments, and once the race gets started both platforms remove their chosen depth-of-field effects to unleash like-for-like images.

The second difference is in the Xbox One's utilisation of ambient occlusion. This is a self-shadowing calculation usually handled by the GPU, forming light patches of shading beneath a car's spoiler or wheels - though seemingly axed from the PS4 version at present.

So yeah the xbox one version lack it and has a cheap haze filter which is not the same,while the PS4 version does have HBAO..

hahaha

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#26  Edited By danabo
Member since 2003 • 2438 Posts

@tormentos said:

@danabo said:

Can you still see a difference in those CoD shots, T?

Microsoft's platform applies a less refined haze filter

that slightly impacts the clarity of car details in the foreground. Thankfully

this only applies for these fleeting moments,

and once the race gets started

both platforms remove their chosen depth-of-field effects to unleash like-for-like images

.

No answer?

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tormentos

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#27 tormentos
Member since 2003 • 33793 Posts

@danabo said:

No answer?

@tormentos said:

With asset quality and frame-rates being on par, each next-gen version comes packaged with a unique visual bonus; the refined bokeh depth-of-field on PS4, and the ambient occlusion on Xbox One

The first is that Sony's platform makes use of a bokeh depth-of-field effect to distinguish the foreground from a backdrop, noticed mainly during pre-race camera angles. It's a pleasant effect that recreates the results of real-life photograpy when a camera's aperture is reduced, causing distant lights to appear as enlarged luminous specs - a look that's entirely absent on Xbox One. In its place, Microsoft's platform applies a less refined haze filter that slightly impacts the clarity of car details in the foreground.

Thankfully this only applies for these fleeting moments, and once the race gets started both platforms remove their chosen depth-of-field effects to unleash like-for-like images.

The second difference is in the Xbox One's utilisation of ambient occlusion. This is a self-shadowing calculation usually handled by the GPU, forming light patches of shading beneath a car's spoiler or wheels - though seemingly axed from the PS4 version at present.

So yeah the xbox one version lack it and has a cheap haze filter which is not the same,while the PS4 version does have HBAO..

hahaha

Oh here it is you most have miss it..So Pay $100 more and get less effects..lol

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#28 danabo
Member since 2003 • 2438 Posts

@tormentos said:

@danabo said:

No answer?


No answer.

Okay then.

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tormentos

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#29  Edited By tormentos
Member since 2003 • 33793 Posts

@danabo said:

Okay then.

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#30 SonofK
Member since 2013 • 1088 Posts

LMAO Tormentos damage controlling,

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#31  Edited By danabo
Member since 2003 • 2438 Posts

@tormentos said:

@danabo said:

Okay then.

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#32 inggrish
Member since 2005 • 10503 Posts

@danabo

They look pretty identical to me, it's refreshing to see a multi plat look and perform identically across both platforms; and how beautiful it looks too, I cannot wait to play this! If I was to nit pick, I guess PS4 version is ever so slightly more crisp on the cars, have to really zoom in to tell though.

One thing though Danabo, have you misquoted the original article or is my reading apprehension off?

From your OP it looks like you are saying PS4 is native 1080 while X1 is native 720; whilst in the article I'm sure I read that both are 1080 native.

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#33 danabo
Member since 2003 • 2438 Posts

@_Matt_ In regards to the question, the former. And I couldn't tell the difference if you paid me to. I'm sure Polygon, IGN or Gameinformer will be able to. Actually looks like a really fun game from some streams I've been watching.

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#34 btk2k2
Member since 2003 • 440 Posts

So. The PS4 is the better version, HBAO > SSAO and it also has less aggressive LOD meaning more details in the far distance. Very nit picky differences. Both are locked to 30FPS although there does seem to be a frame pacing issue caused by a renderer settings which will be updated with a patch. The pre race filters are pretty much a non issue though.

It appears that this game is not really pushing either console that hard although it is obviously pushing the X1 harder as some settings are reduced vs the PS4 version.

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#35  Edited By inggrish
Member since 2005 • 10503 Posts

@danabo

Agreed, looks really fun. I was starting to get a little worried as it had quite a late embargo compared to a lot of other games around now, but still seems to be getting very high reviews :) .

Will be the first game I put into my PS4.

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danabo

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#36 danabo
Member since 2003 • 2438 Posts

From that other forum:

Originally Posted by Piggus

The lack of AO on PS4 is weird. There's no reason why that should be absent.

kevlar35: So it turns out it is there and not a single person here or on DF could tell. Me included.

We should all learn from that and stop deluding ourselves that tiny technical differences matter a damn.

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#37 silversix_
Member since 2010 • 26347 Posts

another 720p title on xbone? this is pathetic...

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#38  Edited By adamosmaki
Member since 2007 • 10718 Posts

30 fps on a racing game? Me thinks that aint right

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#39  Edited By jhonMalcovich
Member since 2010 • 7090 Posts

Lol 30 fps. As a PC gamer,

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#40  Edited By Consternated
Member since 2013 • 848 Posts

@jhonMalcovich said:

Lol 30 fps. As a PC gamer,

"Bu, buhhh, but most PC gamers have crap PCs :(* :( :("

30 fps for a "next gen" racing game is a joke.

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#41  Edited By YD_11
Member since 2006 • 1867 Posts

@tormentos:

Why don't you just go back to arguing about more flops on the ps4? After all, that argument still works considering the launch line up reviews.

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#42 chikenfriedrice
Member since 2006 • 13561 Posts

Pretty much what we are going to see all gen long...PS4 will look a little better but not enough to care about.

Just like last gen the difference will be in the exclusives.

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#43 I_can_haz
Member since 2013 • 6511 Posts

TLHBO!

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#44 clyde46
Member since 2005 • 49061 Posts

@danabo said:

@Sweenix said:

So.. it's a draw?

So which is better? Brokeh depth-of-field or ambient occlusion? There's only one way to find out...

Loading Video...

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#45 danabo
Member since 2003 • 2438 Posts

@clyde46 said:

@danabo said:

@Sweenix said:

So.. it's a draw?

So which is better? Brokeh depth-of-field or ambient occlusion? There's only one way to find out...

Loading Video...

It should have been HBAO vs SSAO, my bad!

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shawn30

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#46 shawn30
Member since 2006 • 4409 Posts

I can't see any differences, but more importantly apparently this is a pretty good game. Its now on my radar.

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clr84651

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#47 clr84651
Member since 2010 • 5643 Posts

It's a multiplat racer of course it'll be a tie. Not too GPU or RAM intensive type of games.

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XBOunity

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#48  Edited By XBOunity
Member since 2013 • 3837 Posts

50 percent more powah lol

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bobbetybob

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#49 bobbetybob
Member since 2005 • 19370 Posts
@silversix_ said:

another 720p title on xbone? this is pathetic...

Umm no: "The build under our magnifying glass is confirmed by Ghost Games as 99 per cent close to final, with only minor tweaks left ahead of its launch this month. The claim to achieving a native 1920x1080 on both PS4 and Xbox One is also made, and certainly holds muster with our tests - the full HD standard giving each platform equal footing in terms of base image quality."

Not sure if TC edited that himself or if they changed the article at some point because it clearly says both are 1080p.

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danabo

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#50 danabo
Member since 2003 • 2438 Posts

@bobbetybob said:

Not sure if TC edited that himself or if they changed the article at some point because it clearly says both are 1080p.

*whistle*