Watch_Dogs uses the same post-process anti-aliasing solution on both Xbox One and PS4. Each frame, a custom SMAA filter is applied on the image. On top of that, we smooth the image even more by using a temporal solution; that is, by re-projecting each pixel to its position in the previous frame and by letting each go through a set of heuristics tailored for the game, we’re able to further reduce visible aliasing
At last some Watchdogs devs confirmed the game uses a modified SMAA + temporal AA!
The game image quality will be the best we can hope on those consoles.
Ok. They're using the same AA method ...but at what level (x1 or x2 or even x4)? And at the same level across both PS4/XB1?
Sounds like they're referring back to what AC4 used, which wasn't nearly as good as what ISS used. If they did bring it up to ISS levels, good for them. Now they just need to do the same to the rest of the game.This is basically same as what Infamous Second Son used.
Good.
Sounds like they're referring back to what AC4 used, which wasn't nearly as good as what ISS used. If they did bring it up to ISS levels, good for them. Now they just need to do the same to the rest of the game.
According to CVG, cinematics animation lead Lars Bonde said in a video interview — which has since been taken down — that Watch Dogs, to his knowledge, will run in 1080p on PlayStation 4. Bonde, however, failed to mention the resolution for the Xbox One version. "We are utilizing Xbox One to its full capabilities and the same with PS4, of course, so I know that, as far as to my knowledge, on PS4 it will run in full HD," he said.
Lighting and particle effects are also quite nice, and some detailed ground or building textures reminded us that we were playing on PS4. If not as impressive as when it was first announced, Watch_Dogs' visuals are still very solid for an open world game.
I suspect it is running on a PC using a DS4 pad with the resolution set to 800p-ish to avoid a future downgraton effect when the game releases on PS360.