I prefered a 60 fps video comparaison than poor qualities photos for this type of comparaison…Still not that much of a difference, atleast not what have been stated before. No comments on the particles/collisions?
I prefered a 60 fps video comparaison than poor qualities photos for this type of comparaison…Still not that much of a difference, atleast not what have been stated before. No comments on the particles/collisions?
I prefered a 60 fps video comparaison than poor qualities photos for this type of comparaison…
neither version runs at 60fps AFAIK
The differences are being raised as limitations in the PS3 version though, aren't they? I mean, differences of a small scale are invariably present in cross-platform titles. The point raised is if the PS3 version doesn't look as good as XB360 version, where reducions in scene complexity present in static screenshots balances out improvements elsewhere. If we're using this game to compare platform performance, then the differences are all important. Are the things missing in the PS3 version because the developers had to do geometry cutbacks? Specifically in the light of a much improved framerate? Nebula's pics throw up an interesting question to my mind - why are there these differences when they're so small? Is the absence of a couple of trees, and the replacement of a long billboard with a few shorter billboards, going to free up much resources to accomodate a large framerate increase? Seems to me that the changes marked are pretty inconsequential.
Perhaps these changes are a matter of memory constraints? The devs trimmed down some megabytes of track detailing to fit around PS3's smaller memory map? That makes more sense to me than making these changes to make gains in framerate. The major technical concerns of AA, framerate, resolution, particles and HDR, are unlikely to be affected by the tiny differences in scene geometry.
The shots were inaccurate. Look at theese instead.
Xbox360
PS3
To me nothing were added/removed. You can actually see the trees now.
In this post its also possible to see that the PS3 has more details to its interior, more particles during collision.
Neogaf post - Warning blurry photos
Enjoy!
Tap In's cool comment was regards his own TV. And by 'cool lighting' I don't think he means 'blue-tinted' but 'looks good'. The XB360 shot is too contrasty and loses all the shading detail on the car, so I can well imagine a better calibration of the TV would give better results (although better is subjective, and some people might prefer the high-contrast XB360 look over the more natural and subdued PS3 look in those screenshots).i think his contrast is fine, the reason his has a cool look to it...
Tap In's cool comment was regards his own TV. And by 'cool lighting' I don't think he means 'blue-tinted' but 'looks good'. The XB360 shot is too contrasty and loses all the shading detail on the car, so I can well imagine a better calibration of the TV would give better results (although better is subjective, and some people might prefer the high-contrast XB360 look over the more natural and subdued PS3 look in those screenshots).
Both versions are rendered at 720p, and both support 1080p upscaled.
... The main complaint with DiRT was it's lack of a stable frame rate.
The pics originally linked Neogaf were from a calibrated TV (both PS3 and 360 inputs).
I'm not sure there is much you can do to make the 360 version look different, it has over the top HDR and high contrast, anything you do to compensate is going to screw up all other games.
actually that complaint was mostly for those that downloaded the DEMO.
those of us who actually purchased the game know that the frame rate was rock solid in all areas EXCEPT when looking in rear view in a 8 buggie race.
The differences are being raised as limitations in the PS3 version though, aren't they? I mean, differences of a small scale are invariably present in cross-platform titles. The point raised is if the PS3 version doesn't look as good as XB360 version, where reducions in scene complexity present in static screenshots balances out improvements elsewhere. If we're using this game to compare platform performance, then the differences are all important. Are the things missing in the PS3 version because the developers had to do geometry cutbacks? Specifically in the light of a much improved framerate? Nebula's pics throw up an interesting question to my mind - why are there these differences when they're so small? Is the absence of a couple of trees, and the replacement of a long billboard with a few shorter billboards, going to free up much resources to accomodate a large framerate increase? Seems to me that the changes marked are pretty inconsequential.
Perhaps these changes are a matter of memory constraints? The devs trimmed down some megabytes of track detailing to fit around PS3's smaller memory map? That makes more sense to me than making these changes to make gains in framerate. The major technical concerns of AA, framerate, resolution, particles and HDR, are unlikely to be affected by the tiny differences in scene geometry.