IRC - there is no AA on 750 Ti and framerate is much worse. I don't know about other settingsNote that Eurogamer uses different settings, intended to match the console settings as much as possible.
IRC - there is no AA on 750 Ti and framerate is much worse. I don't know about other settings
DF are hiding some facts, if you omit important, objective facts you are misleading others.
Their wording is as much as harmful to the X1 as it can be. They say about the Xbox One version that they don't favour it because the framerate fluctuates between 20 and 40 fps. They do Know that's not true. During gameplay, which is what actually matters, the game Never goes below 30 fps.
Lies, lies and more lies.
Cinematics might be an entirely different thing, but they run fine for the most part. Plus it'd be nice if they talked about how texture streaming works in the game.
Both are v-synced, but the issue for the latter case is that its frame-rate goes between 20-40fps, meaning there's no consistency to when your screen refreshes with a new frame.In theory, this issue is fixable on Xbox One with a patch, as theoretically it rarely dips below the 30fps mark
The consoles use AA so the 750Ti will be using it too. It would be a ridiculous oversight and completely invalidate the article to miss such an obvious setting when deliberately aiming for visual parity.
As far as performance goes, the 750Ti is arguably a little faster in the video but both systems seem to trade blows.
Xbox One gives the worst results here, and in Novigrad City's main plaza, PS4 hits a mid-point in filtering quality between the other two platforms....PC runs at 16x AF here, while consoles run at a lower quality setting, with Xbox One trailing behind PS4 in clarity.
I just noticed that the Anisotropic Filtering is in fact better on the PS4 version.
I think its just the lower image resolution blurring the details outI don't believe this has nothing to do with AF being lower on XB1... I think this has more to do with LOD. Or a more aggressive form of it. Given that the XB1 has a lower resolution, it just exacerbates the LOD issue even more. Pretty much it's like looking at my PC edition of GTA V when compared to my PS4 edition... things at a distance just seems less vivid or detailed (clarity) on the PS4.
Still, I find the blurring on the XB1 game abnormal in some areas compared to others 900p / 1080p games.I think its just the lower image resolution blurring the details out
I believe it is explained hereStill, I find the blurring on the XB1 game abnormal in some areas compared to others 900p / 1080p games.
Could the chromatic aberration applied on 900p on XB1 and at 1080p on PS4 explain this?
Paired with CD Project's custom post-process anti-aliasing mode, edges are at least treated thoroughly. In effect, this gets us a blended half-tone on each stair-step that mimics a 2x MSAA pass, while a temporal component addresses any shimmer on trees in motion. But based on direct image comparisons, it seems Xbox One struggles to reconcile its upscaled resolution with this AA method, and as a result there's a big tail-off in clarity the further into the distance you look. Curiously, PC offers only a single toggle to enable this mode with no alternative, and Nvidia's own control panel settings for MSAA are incompatible with its engine.
The AA method seems to produce ugly results when its combined with the upscaled image of the XB1. Other than that it doesnt seem to do much of difference, probably due to the higher density of the pixels at 1080p. I suspect it tries to blur out larger sections in 900p because pixels are larger and the algorithm treats them as aliasing.@Nesh So in fact what I took for 2x hardware AA was in fact a post AA mimicking a 2xMSAA... OK, my bad. But like on PS4, the vegetation on PC does not seem to be post '2xAA' antialiased at all. With or without the post AA, edges on trees and grass are identically aliased.
http://international.download.nvidi...wild-hunt-anti-aliasing-001-off-1920x1080.png
http://international.download.nvidi...-wild-hunt-anti-aliasing-001-on-1920x1080.png
It seems odd that a strictly post-process pass would turn 1x stairsteps into 2x stairsteps. This goes back to the temporal AA issue; if it's using TAA, the reprojection is probably what provides the apparent 2x sampling. Like, if the TAA isn't providing 2x sampling, what is it doing?@Nesh So in fact what I took for 2x hardware AA was in fact a post AA mimicking a 2xMSAA... OK, my bad.
Nothing. That's totally normal, and I intended for my post to imply as much. My confusion is with DF's wording which seems to imply that a spatial* post-process method is producing a 2x appearance, with "a temporal component" as a separate entity.What is odd about temporal method to provide 2xSSAA?
They gave exact settings in youtube video description and there's nothing about the AA. It could be in the "postprocess effect" category, but IMO it should be listed sparately.
Also DF mentioned that foliage and shadows rendering visibility is superb on PC ultra settings, much better than on consoles. Point is that I haven't seen any pop-up on PS4 neither- visibility is great.
The lock should be there in the upcoming patch.