Performance Analysis: The Crew
http://www.eurogamer.net/articles/digitalfoundry-2014-the-crew-performance-analysis
Interesting points:
What's curious about this game is that two different studios are handling development duties. In charge of the DirectX 11 versions - PC and Xbox One - we have the game's creators, Ivory Tower. [...] Meanwhile, the PlayStation 4 version is handled by Reflections, working directly from the Ivory Tower codebase
To cut to the chase, both versions hand in fairly solid 30fps performance levels, each operating at a native resolution of 1080p. An adaptive v-sync is in play on both systems, meaning that when the engine runs over its render budget, screen-tear manifests on-screen. It isn't consistently impactful to the experience by any stretch of the imagination, but what's clear is that tearing is more frequent on PlayStation 4. For its part, although Xbox One tears less often, very occasionally it simply drops entire frames instead.
There's a suggestion that overall draw distance LODs may be pushed out further on PlayStation 4, but the biggest point of differentiation is The Crew's anti-aliasing system, which is rather odd, to say the least. It appears to be post-process in nature, but it produces some very strange edge artefacts - especially on the Sony platform.
The more we look at it, the more we suspect that it may be some kind of strange off-shoot of HRAA [..] However, if it is a version of HRAA seen here, it's been very poorly implemented - coverage is weak on Xbox One, and while the effect is improved on PS4, the visual artefacts are highly visible and rather off-putting.
Face-off with PC comes later.
20 years of PlayStation: the making of WipEout
http://www.eurogamer.net/articles/digitalfoundry-2014-20-years-of-playstation-the-making-of-wipeout
http://www.eurogamer.net/articles/digitalfoundry-2014-the-crew-performance-analysis
Interesting points:
What's curious about this game is that two different studios are handling development duties. In charge of the DirectX 11 versions - PC and Xbox One - we have the game's creators, Ivory Tower. [...] Meanwhile, the PlayStation 4 version is handled by Reflections, working directly from the Ivory Tower codebase
To cut to the chase, both versions hand in fairly solid 30fps performance levels, each operating at a native resolution of 1080p. An adaptive v-sync is in play on both systems, meaning that when the engine runs over its render budget, screen-tear manifests on-screen. It isn't consistently impactful to the experience by any stretch of the imagination, but what's clear is that tearing is more frequent on PlayStation 4. For its part, although Xbox One tears less often, very occasionally it simply drops entire frames instead.
There's a suggestion that overall draw distance LODs may be pushed out further on PlayStation 4, but the biggest point of differentiation is The Crew's anti-aliasing system, which is rather odd, to say the least. It appears to be post-process in nature, but it produces some very strange edge artefacts - especially on the Sony platform.
The more we look at it, the more we suspect that it may be some kind of strange off-shoot of HRAA [..] However, if it is a version of HRAA seen here, it's been very poorly implemented - coverage is weak on Xbox One, and while the effect is improved on PS4, the visual artefacts are highly visible and rather off-putting.
Face-off with PC comes later.
20 years of PlayStation: the making of WipEout
http://www.eurogamer.net/articles/digitalfoundry-2014-20-years-of-playstation-the-making-of-wipeout