Battlefield 4 faceoff:
http://www.eurogamer.net/articles/digitalfoundry-battlefield-4-next-gen-face-off
http://www.eurogamer.net/articles/digitalfoundry-battlefield-4-next-gen-face-off
If I were an Xbox One owner, I'd be happy that they removed the sharpen filter. Also proves that the PS4 version doesn't have any 'blur filter'... the game looked sharp when I played it.
I think they should use SSAO instead of HBAO, I'd be happy with that. HBAO can cost up to 10 fps.If I were an Xbox One owner, I'd be happy that they removed the sharpen filter. Also proves that the PS4 version doesn't have any 'blur filter'... the game looked sharp when I played it.
Pretty much what I was expecting after seeing proper comparisons of the retail builds (ie anandtech)... they look pretty similar, except there's a bit more aliasing on the X1 version (though it has been reduced thanks to the removal of the sharpen filter) and the PS4 version is a bit sharper. Adding HBAO to the X1 version seemed to have lowered the framerate... they were pretty close in the preview builds IIRC.
I thought that the PS4 was more similar to a PC than the Xbox One, in fact it seemed a common occurrence judging by everyone's words, until now.The new consoles
"On the PS4 it's very good to have the fast memory," said Balázs Török, "everyone is really happy about that - but the problem is the game has to function on everything.
"No we are not holding it back," he added, "it's just we are not at the stage right now to go in and optimise on each platform specifically. We want to make the game and the whole engine run on everything, with all the features and bells and whistles, and then just optimise, optimise, optimise.
"I don't see a major power difference. The memory is very different but I already said that before. Pure computation power, if you just measure that, there's no major difference."
Both new consoles are like PCs anyway, he added. It won't be until teams really delve into low-level optimisations that the true grunt of each will come out.
"The Xbox One is pretty easy to understand because not just the hardware is similar to the PC, but everything like the SDK, the API is really similar to what you would find on a PC. On PS4 this is a little bit more complicated, but I personally worked on PS3 before.
"For PS3 it was very important to have a community, to share the information in some ways, but for now it's much easier and everyone will use their PC knowledge and possible previous console knowledge to reach the limit."
Balázs Török did flag up one unusual thing about the Xbox 360 from around 2007/2008, though.
"I saw how Microsoft opened up certain parts that they hid before from developers," he said. "They opened them up, like, 'OK now you can have this back door, and it's risky but you can do this and that...' This is how developers learned a little bit more and more every step. From Microsoft it was a good way to do it to always let the developers do a little bit more."
Does he think Microsoft will do the same with Xbox One?
"I don't know because we are not at the stage where they would open up something new," he answered. "We have what we have right now, and maybe we will have some more low-level access in the future.
"It's not like they would open up new hardware or anything - there's nothing new in there. It's new ways to do something. Both companies are already using all the knowledge they have from previous products to make the API tailored to games ... so I expect that they will do something like, 'OK now you can do this; it's extremely risky - only do this if you know what you're doing! But you can do this.'
"It will happen, eventually, but right now we are preparing for it."
Not a Digital Foundry article per se, but there are some interesting -unexpectedly so- comments on both consoles in this article by Eurogamer.
http://www.eurogamer.net/articles/2013-11-19-the-witcher-3-what-is-a-next-gen-rpg
I thought that the PS4 was more similar to a PC than the Xbox One, in fact it seemed a common occurrence judging by everyone's words, until now.
CPU-GPU aside, the only similarity I can see between the PC and the Xbox One might be that it has DDR3 memory and a "soundcard".
...
Obviously OS4 is far more like a standard APU based PC than the XBO though. However I think the article was talking more about the API and devleoper tools than than the hardware.
Not a Digital Foundry article per se, but there are some interesting -unexpectedly so- comments on both consoles in this article by Eurogamer.
http://www.eurogamer.net/articles/2013-11-19-the-witcher-3-what-is-a-next-gen-rpg
I thought that the PS4 was more similar to a PC than the Xbox One, in fact it seemed a common occurrence judging by everyone's words, until now.
CPU-GPU aside, the only similarity I can see between the PC and the Xbox One might be that it has DDR3 memory and a "soundcard".
I'm extremely curious right now as to the extent to which 32+MB framebuffers are actually causing the XBO resolution problems. I would have thought that some of these games would be having no trouble with simply fitting the backbuffering into 32MB.We need dynamic resolution so that games can maintain optimal frame rates. Both Xbone and PS4 would benefit from this, although with Xbone it might allow partially main ram resident buffers to be used more - you simply shrink the framebuffer and retreat into the esram when the performance hit is too great.
I would like to see DF talking to a range of developers and ask them about their approaches to maintaining stable frame rates and load balancing.
Car aside, I much prefer the clarity of distance rendering of the Xbox One version over PS4. Look at the three barricades down the track, they are far too obscured on PS4 compared to One.
In this case, less is more.
Yet another game that comes sporting higher quality effects in the PC version. Despite the power difference in the platforms I'm honestly surprised that so many games are doing this. I expected parity with the new consoles for at least a year or two before PC versions started to add better graphics. And 60fps on a 270X (a midrange GPU)... nice!