Tomb raider (PS4/Xbone)
Discussion
y2blade said:
What's your user on there Chris? Skylinecrazy said:
y2blade said:
What's your user on there Chris? good review:
http://www.youtube.com/watch?v=_wEkTb3HdpY
Looks like it runs nice on both
http://www.youtube.com/watch?v=_wEkTb3HdpY
Looks like it runs nice on both
eurogamer said:
http://www.eurogamer.net/articles/di...mance-analy...
Framerate comparison: http://www.youtube.com/watch?v=2eAmBQVsN6E
CUTSCENE
Xbox One
Lowest FPS: 27fps
Highest FPS: 30fps
Average FPS: 29.98fps
PS4
Lowest FPS: 32fps
Highest FPS: 60fps
Average FPS: 53.36fps
GAMEPLAY
Xbox One
Lowest FPS: 24fps
Highest FPS: 30fps
Average FPS: 29.84fps
PS4
Lowest FPS: 33fps
Highest FPS: 60fps
Average FPS: 50.98fps
First up, let's compare the two versions of the game running exact like-for-like footage via engine-driven cut-scenes. On Xbox One, we see a lock at 30fps, with occasional dropped frames shifting results lower. Activity is far more interesting on the PS4 side though, with frame-rate varying from anything between 32fps to 60fps across our sample, with elements such as TressFX, depth of field and transparent alpha effects hitting frame-rate in a cumulative manner. Note in particular how scenes that switch between the TressFX-enabled Lara and the rest of the cast can see sudden switches in performance.
For what it's worth though, comparing PS4 and Xbox One when the Microsoft platform dips under 30fps is perhaps the best indication we have of relative performance, and can see some significant differences - up to 20fps in some scenes. However, even with the 30fps cap in place (in theory limiting output), sometimes Xbox One moves closer to its sibling's performance level, when the PS4 engine is really under load.
From synchronous rendering in engine-driven cut-scenes, we move on to actual gameplay, where we capture action from the same areas of each version. Clearly the results here won't represent exact like-for-like testing, but they do give us a better indication of how each version actually plays. There's a 71 per cent frame throughput boost on PS4 in these tests that owes much to the unlock, but a remarkable variation of 33-60fps across the run of play. For its part, Xbox One is clearly more consistent, but a lowest reported frame-rate dip of 24fps isn't great.
The overall feeling we get from the game is that two different developers handed in two different performance levels, and decisions were made on how best to work with the results. With the PlayStation 4 averaging at 50fps and often hitting 60fps, frame-rate was left unlocked, producing the markedly higher results you see in the tables above.
For Xbox One, we can only speculate, but we suspect that a lower overall performance resulted in even more noticeable judder were the game to remain unlocked - which would look really unattractive compared to the capped 30fps frame-rate we see in the final game. What's curious from our perspective is that United Front Games on Xbox One would have benefited from a reasonably straightforward porting process from the original PC DirectX 11 code since both platforms use the same API, while Nixxes would have needed to translate the original PC version across to the PS4's LibGNM API - not exactly a walk in the park based on this presentation from Ubisoft Reflections, who are handling the PS4 version of The Crew, ported across from the PC DirectX 11 codebase. Another development source we reached out to suggests that the DX11 'driver' for the Xbox One still requires a lot of work.
Framerate comparison: http://www.youtube.com/watch?v=2eAmBQVsN6E
CUTSCENE
Xbox One
Lowest FPS: 27fps
Highest FPS: 30fps
Average FPS: 29.98fps
PS4
Lowest FPS: 32fps
Highest FPS: 60fps
Average FPS: 53.36fps
GAMEPLAY
Xbox One
Lowest FPS: 24fps
Highest FPS: 30fps
Average FPS: 29.84fps
PS4
Lowest FPS: 33fps
Highest FPS: 60fps
Average FPS: 50.98fps
First up, let's compare the two versions of the game running exact like-for-like footage via engine-driven cut-scenes. On Xbox One, we see a lock at 30fps, with occasional dropped frames shifting results lower. Activity is far more interesting on the PS4 side though, with frame-rate varying from anything between 32fps to 60fps across our sample, with elements such as TressFX, depth of field and transparent alpha effects hitting frame-rate in a cumulative manner. Note in particular how scenes that switch between the TressFX-enabled Lara and the rest of the cast can see sudden switches in performance.
For what it's worth though, comparing PS4 and Xbox One when the Microsoft platform dips under 30fps is perhaps the best indication we have of relative performance, and can see some significant differences - up to 20fps in some scenes. However, even with the 30fps cap in place (in theory limiting output), sometimes Xbox One moves closer to its sibling's performance level, when the PS4 engine is really under load.
From synchronous rendering in engine-driven cut-scenes, we move on to actual gameplay, where we capture action from the same areas of each version. Clearly the results here won't represent exact like-for-like testing, but they do give us a better indication of how each version actually plays. There's a 71 per cent frame throughput boost on PS4 in these tests that owes much to the unlock, but a remarkable variation of 33-60fps across the run of play. For its part, Xbox One is clearly more consistent, but a lowest reported frame-rate dip of 24fps isn't great.
The overall feeling we get from the game is that two different developers handed in two different performance levels, and decisions were made on how best to work with the results. With the PlayStation 4 averaging at 50fps and often hitting 60fps, frame-rate was left unlocked, producing the markedly higher results you see in the tables above.
For Xbox One, we can only speculate, but we suspect that a lower overall performance resulted in even more noticeable judder were the game to remain unlocked - which would look really unattractive compared to the capped 30fps frame-rate we see in the final game. What's curious from our perspective is that United Front Games on Xbox One would have benefited from a reasonably straightforward porting process from the original PC DirectX 11 code since both platforms use the same API, while Nixxes would have needed to translate the original PC version across to the PS4's LibGNM API - not exactly a walk in the park based on this presentation from Ubisoft Reflections, who are handling the PS4 version of The Crew, ported across from the PC DirectX 11 codebase. Another development source we reached out to suggests that the DX11 'driver' for the Xbox One still requires a lot of work.
Edited by y2blade on Tuesday 28th January 16:02
RemaL said:
is this the same game just updated graphics? I had it on the Xbox and enjoyed it but unsure if it's worth getting if it's the same story and game
Identical game bar the graphical updates, I'm only buying because I didn't play it only last gen, it was quite lucky really I was looking to order it when I saw the ad for the definitive edition and decided to wait.dave7692 said:
RemaL said:
is this the same game just updated graphics? I had it on the Xbox and enjoyed it but unsure if it's worth getting if it's the same story and game
Identical game bar the graphical updates, I'm only buying because I didn't play it only last gen, it was quite lucky really I was looking to order it when I saw the ad for the definitive edition and decided to wait.I'm looking forward to it on the PS4
y2blade said:
dave7692 said:
RemaL said:
is this the same game just updated graphics? I had it on the Xbox and enjoyed it but unsure if it's worth getting if it's the same story and game
Identical game bar the graphical updates, I'm only buying because I didn't play it only last gen, it was quite lucky really I was looking to order it when I saw the ad for the definitive edition and decided to wait.I'm looking forward to it on the PS4
Hoping for somme new good games coming out on the Xbox one soon.
MissChief said:
Played it on PC (£22!) and thought it excellent. Looked amazing and if you can get through the first hour or so where there are a few too many QuickTime events. After that it opens up nicely and is very good.
I paid £6 in the Steam Christmas sale and my impressions were the same as yours, very good game after the QTE's slow down.Gassing Station | Video Games | Top of Page | What's New | My Stuff