It says there at the bottom:
PS3/360: 720 (scaled internally) 30fps
XBOne: 720 60fps
PS4: 1080 60fps
'Scaled internally' is code for sub-720 rendering.
PS3 #1
#2
PS4 #1
#2
360 #1
XBOne #1
I can only link 6 pics, but you can see the last 2 pics of the 360/XBOne comparison in the original link.
Found some Dark Souls 2 screengrabs from the 360 version:
http://i.imgur.com/1aZvThu.jpg
http://i.imgur.com/YJ9RtHs.jpg
http://i.imgur.com/h8fkkJk.jpg
http://i.imgur.com/MItMQGK.jpg
http://i.imgur.com/mZsapOO.jpg
Looks like sub-HD to me (is it 1024*720 with 2xMSAA again?) and this version is apparently not v-synced, any noble soul willing to spill the beans on this one? thanks in advance.
Titanfall Xbox One - Release/Final Version:
Pic 3
http://www.gamefront.de/archiv02-2014-gamefront/Titanfall-Bilder-Screenshots.html
They really must be limited by this 32MB vram limit.
Its Forward Rendered game, the 32mb edram is not a problem even for 1080p.
@TheWretched Maybe they upscale the UI to save more kilobytes of Video memory reserved for the (double) framebuffer @ 2xMSAA & textures?
Its Forward Rendered game, the 32mb edram is not a problem even for 1080p.
Digital Foundry: But Source is fast, right? It has to be if I can play Portal 2 at 720p60 on a Surface Pro.
Drew McCoy: The thing about the Source Engine when we got it is that we actually branched from Portal 2. It was DX9, very single-threaded and they used the way that engine worked to its best possible potential for Portal. It can't render that much on-screen. The main thread just can't push out enough jobs, so we've done a huge amount of work. We didn't choose this engine because it was going to be 60, we chose this engine knowing that we'd be spending the next two years making it fast.
It's actually a pretty slow engine for showing stuff on-screen. What we have in a level now would run in single digits on what it was before - if you could even get it to load at all. It's been a huge engineering task, so what we did was put all the engineering [team] on the back-end so design [team] could be up and running at the task, otherwise engineering would have to be creating tools and design would be sitting around twiddling their thumbs. We only have a dozen or so engineers - it's pretty small for the amount of work they've done.
Its Forward Rendered game, the 32mb edram is not a problem even for 1080p.