Mad Max: Sieht auf der Xbox One hübscher aus Heropic

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Mad Max: Sieht auf der Xbox One hübscher aus

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Auch die Framedrops sind PS4 exklusiv

[u]Update[/u]:
 
Die PlayStation 4 Version wurde scheinbar ohne den Day 1 Patch getestet. Die genannten Unterschiede treffen also nur auf eine ungepatchte Version zu.
 
Hiermit möchte ich mich in aller Form für die Unvollständigkeit der News entschuldigen. Das mit dem Day 1 Patch war mir durchaus nicht bewusst und ich werde mich in Zukunft diesbezüglich genauer informieren.
Vielen Dank für die Hinweise!
 
LG Sierra
 
 
 
[u]Ursprüngliche Meldung[/u]:
 
 
Mad Max Fans haben schon lange auf ein Spiel in der postapokalyptischen Welt der Filmvorlage gewartet. Multikonsoleros sollten unter Umständen zur Xbox One-Fassung greifen.
Beide Versionen laufen in 1080p, dennoch hat die Microsoft-Konsole in Sachen Performance die Nase leicht vorn. Digtial Foundry erklärt warum:
"Performance also holds up well when the engine is pushed. Even storming a heavily armed outpost head-on and letting all hell break loose doesn't impact performance. In this scenario, defences are triggered and Max is soon surrounded by multiple explosions and other alpha effects - and while all this chaos is going on, frame-rates hold strongly to the 30fps target. In fact, Xbox One handles this scene flawlessly without skipping a beat, while on PS4 we see some sporadic drops down to 28fps along with a handful of torn frames. The minor dip in performance results in a small degree of judder if you pay attention closely to the screen, but it's easy to miss completely and gameplay is basically unaffected."
Hierbei handelt es sich natürlich nur um geringe Unterschiede, deswegen sollte man keine großen Sprünge zwischen den beiden Versionen erwarten. Insgesamt sehen nämlich beide sehr schön aus. Dennoch gibt es seitens Digital Foundry auch etwas zu bemängeln:
"In terms of multi-platform comparisons, both console versions of Mad Max operate natively at full 1080p, with the Xbox One game matching the PS4 in the resolution stakes pixel-for-pixel - a pleasant surprise considering the resolution differential in many top-tier games. Edge-smoothing looks impressive, most likely handled by a custom anti-aliasing algorithm (Avalanche has a history of experimenting with its own techniques in this area). While the details on the actual AA implementation remain unknown right now, the technique in play here works well in tackling jaggies when exploring the vast wasteland, with rocky canyons and sand tunes appearing suitable smooth. That said, sub-pixel details aren't handled quite as successfully and shimmering across small objects and more intricate structures is noticeable when exploring outposts scattered across the post-apocalyptic landscape.
An initial gaze across the rest of the game's graphically rich visuals reveals a welcome level of parity across both consoles, with the same core art and effects work deployed equally in almost every area between the two formats. Texture filtering, depth of field, motion blur, and shadow quality all match up nicely to the point where differences you may see in our media are mostly a product of a dynamic time of time system, where slightly variances in shadow position and lighting occur depending on how quickly we complete certain missions.
So far we are looking at a match between the two consoles in pretty much every area, although in a few scenes some unexpected differences do crop up. The appearance of lower resolution normal maps on some parts of Max's character model on the PS4 is a curious anomaly, with tears in his shirt and dog tags appearing sharper on Xbox One. The lighting in the opening cut-scene scene also appears harsher and more washed out on PS4. When gameplay finally begins, the lighting model equalises, suggesting that the initial difference in the opening scene is nothing more than a small platform-specific anomaly. Likewise the normal map/texture issue on PS4 also seems like a small technical glitch, as this aspect of the game appears consistently identical everywhere else."
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