Post by smash on May 29, 2014 12:33:47 GMT
Let's kick off with some initial observations on image quality. Generally speaking, intricate texture detail and high-contrast edges aren't the most obvious elements of Watch Dogs' visual make-up, so the good news is that despite lacking a full 1080p framebuffer, the PS4 edition remains a very handsome-looking game compared to the PC release running at maximum settings. The surprise is how close the pared-down Xbox One game compares.
This is all the more surprising bearing in mind the SMAA anti-aliasing technique. Post-process AA doesn't tend to play nicely at lower resolutions, but while there are still some pixel-popping, edge-shimmering artefacts to contend with (also present on PS4, but amplified in comparison on Xbox One), most notably on hackable object highlights, generally speaking Watch Dogs' resolution difference is less of an issue than feared.
However, pure pixel count isn't the only adjustment Ubisoft Montreal has made. Ambient occlusion is also reduced, if not removed completely on Xbox One, which is a bit of a blow given that the effect is really needed in the harshly lit daytime scenes. On top of that, shadow quality also appears to move down a notch on the Microsoft console, although this is only noticeable when you view things up close.
First impressions on making our way through the first mission Xbox One are rather positive: the game seems to be a complete match for the PS4 version, locking at 30fps.
www.eurogamer.net/articles/digitalfoundry-2014-watch-dogs-performance-analysis
...Wow...the PC version, which I thought about buying, is actually the BIG loser so far...elitists will not be happy. .