The PS4 game matches up closely to the PC release, aside from featuring a lower level of anisotropic filtering (we reckon it's 8x against 16x on the PC) that mildly impacts distant texture sharpness. On the other hand, things appear a little more ropey on Xbox One, with Rebellion making a number of graphical sacrifices, perhaps in order to achieve native 1080p while targeting 60fps. These mainly come down to a reduction in texture filtering and use of lower-resolution artwork deployed upon surfaces on the ground. Indirect shadowing is also limited to screen-space ambient occlusion, while the PS4 and PC appear to utilise a more advanced implementation known as obscurance fields. This effect takes into account the radius between objects across the entire scene to produce a steady fall off with the indirect shadowing between light and dark areas, whereas SSAO creates a simpler black halo around objects that doesn't take into account such properties.
Ultimately, the biggest knock-on effect to the overall quality of the Sniper Elite 3 experience comes down to how well the game manages to stick closely to the desired 60fps update required to produce responsive and precise controls. PC owners need not worry here so long as you have a decent mid-range graphics card or better. A GTX 680 is enough to deliver 50-60fps frame-rates across a general run of play using the ultra preset (the highest available), while drops down to around 40fps are limited to more intense scenes featuring long distances combined with plenty of explosions and particle effects. Use of super-sampling is of course out of the question in 1080p, where a much higher level of GPU power is required to get the job done.
In terms of console performance, achieving a similar level of stability is out of the question - both versions feature fluctuating frame-rates that impact upon the overall experience. However, it is the PS4 that comes closest to delivering a 60fps experience, although frame-rate varies wildly from scene to scene. The opening act provides us with a close comparison across both consoles in a situation that sees the engine being heavily stressed as particle effects, explosions, and scripted environmental destruction litter these early scenes.
Here we see similar frame-rates across both consoles, with the PS4 version edging out an occasional 5-10fps lead while remaining solidly v-synced. In comparison, the Xbox One game tears constantly and this generates additional judder and a distinct screen wobble that proves distracting when shooting targets from far away. As we move further into the stage, the differences become more pronounced despite the action shifting into slightly quieter territory, with the PS4 hitting a near-solid 60fps while the Xbox One game trails behind in the mid-40s.
Ultimately, the biggest knock-on effect to the overall quality of the Sniper Elite 3 experience comes down to how well the game manages to stick closely to the desired 60fps update required to produce responsive and precise controls. PC owners need not worry here so long as you have a decent mid-range graphics card or better. A GTX 680 is enough to deliver 50-60fps frame-rates across a general run of play using the ultra preset (the highest available), while drops down to around 40fps are limited to more intense scenes featuring long distances combined with plenty of explosions and particle effects. Use of super-sampling is of course out of the question in 1080p, where a much higher level of GPU power is required to get the job done.
In terms of console performance, achieving a similar level of stability is out of the question - both versions feature fluctuating frame-rates that impact upon the overall experience. However, it is the PS4 that comes closest to delivering a 60fps experience, although frame-rate varies wildly from scene to scene. The opening act provides us with a close comparison across both consoles in a situation that sees the engine being heavily stressed as particle effects, explosions, and scripted environmental destruction litter these early scenes.
Here we see similar frame-rates across both consoles, with the PS4 version edging out an occasional 5-10fps lead while remaining solidly v-synced. In comparison, the Xbox One game tears constantly and this generates additional judder and a distinct screen wobble that proves distracting when shooting targets from far away. As we move further into the stage, the differences become more pronounced despite the action shifting into slightly quieter territory, with the PS4 hitting a near-solid 60fps while the Xbox One game trails behind in the mid-40s.
Última edição por The Era of Luigi em Qua 09 Jul 2014, 08:59, editado 1 vez(es)