http://www.eurogamer.net/articles/digitalfoundry-2014-tomb-raider-definitive-performance-analysis
"For what it's worth though, comparing PS4 and Xbox One when the Microsoft platform dips under 30fps is perhaps the best indication we have of relative performance, and can see some significant differences - up to 20fps in some scenes. However, even with the 30fps cap in place (in theory limiting output), sometimes Xbox One moves closer to its sibling's performance level, when the PS4 engine is really under load."
"The overall feeling we get from the game is that two different developers handed in two different performance levels, and decisions were made on how best to work with the results. With the PlayStation 4 averaging at 50fps and often hitting 60fps, frame-rate was left unlocked, producing the markedly higher results you see in the tables above.
For Xbox One, we can only speculate, but we suspect that a lower overall performance resulted in even more noticeable judder were the game to remain unlocked - which would look really unattractive compared to the capped 30fps frame-rate we see in the final game. What's curious from our perspective is that United Front Games on Xbox One would have benefited from a reasonably straightforward porting process from the original PC DirectX 11 code since both platforms use the same API, while Nixxes would have needed to translate the original PC version across to the PS4's LibGNM API - not exactly a walk in the park based on this presentation from Ubisoft Reflections, who are handling the PS4 version of The Crew, ported across from the PC DirectX 11 codebase. Another development source we reached out to suggests that the DX11 'driver' for the Xbox One still requires a lot of work."
if this already struggles on Xbone thn we know we are in trouble which game is next ?
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