Xbox 360 vs PS3 Direct Screen Comparison. Looks like darker shadows on PS3. That's a memory issue and for that to happen it was obviously made on ps3 as lead platform. Lower graphics settings on a. A graphics comparison of Grand Theft Auto 5 on the Playstation 4 vs the Xbox One. Grand Theft Auto 5 Xbox One Vs Playstation 4 Graphics Comparison. Both the X360 and PS3 had issues running GTA 5. For Grand Theft Auto V on the Xbox 360, a GameFAQs message board topic titled 'gta v video comparison ps3 vs 360'. As a PS3 owner who was really disappointed by how much better the graphics looked in RDR on 360, I find this. Game. Spot's 3. 60 vs PS3 Graphics Comparison Part. Xbox. 36. 0 General. The Gamespot comparison is .. Xbox 3. 60 Special Article by Richard Leadbetter Frame Rate Tests. So far, aside from the different visual approaches, there's not much to tell the two games apart. But the one difference I couldn't help but notice was the sense that as well as possessing a higher resolution, the Xbox 3. GTA IV runs noticeably smoother than the Play. Station 3 code. What is clear is that both versions adhere to no specific frame- rate. They'll pump out as many frames as they can, roughly averaging out to around 3. However, the amount of time any given frame will stay on- screen is variable, leading to a very inconsistent look. Compare and contrast with, say, Project Gotham Racing 4, or Criterion's Black - both examples of games with a rock solid 3. Of more importance though is how rough the PS3 game looks in comparison to the Xbox 360 version. GTA V Screen comparisons this is really not running. GTA 5 Graphics Comparison - PS4 / Xbox One / PS3 / Xbox 360 - Duration: 10:25. GTA Series Videos 12,528,527 views. Grand Theft Auto 5 / GTA 5 – PS3 vs. PS4 Graphics Comparison In terms of GTA IV, its basic inconsistency means it's really difficult to say whether one version drops more frames than the other just by trusting your own eyes. A more scientific approach is needed. In previous face- off features, where I've felt that it's relevant, I've always mentioned the difference in refresh rate, but now I can show you how I do it. Essentially, the basic method is simple - capture every single frame that is output over the HDMI port in a lossless format, then examine the capture to check for the amount of unique frames. Digital Foundry's coder programmed a very useful little tool that does that count for me; useful considering the first test is based on a video with over 1. For GTA IV, I performed six tests on a varied amount of material. All of the game's cut- scenes are based on the same engine as the gameplay, so a variety of them were chosen, both indoors and outdoors, and of varying lengths. As the cut- scenes are rendering identical scenes on the fly, it's the best test I could come up with. In all cases, the respective 3. D engines will be dealing with 1. Links to compressed versions of the test material are provided, but please bear in mind that there's some pretty hardcore swearing. Oh, and possibly some spoilers. Test One: Game Intro. PS3: 2. 6. 4. 60fps. See it on EGTV. Test Two: Clean Getaway. PS3: 2. 3. 4. 52fps. See it on EGTV. Test Three: Final Destination. PS3: 2. 9. 0. 41fps. See it on EGTV. Test Four: Station Face- Off. PS3: 2. 6. 0. 81fps. See it on EGTV. Test Five: Rigged to Blow. PS3: 2. 3. 7. 81fps. See it on EGTV. Test Six: Ivan the Not So Terrible. GTAIV Graphics Comparison. This feature is not available right now. Please try again later.PS3: 2. 8. 3. 13fps. See it on EGTV. So the results clearly show that over the course of the entire clip, 3. Play. Station 3 in all but one of the six scenarios presented here. Indeed, on the longer vids we're seeing a good 1. Tests on gameplay (playing through the same mission, but not rendering identical scenes, obviously) saw a similar range of variance too. For example, the 'Ivan the Not So Terrible' stage has a nice range of in- car, on- foot, rooftop and cut- scene action. PS3 captures of the same mission. The bottom line is that no matter what material I put through the detector, 3. However, it is worth bearing in mind that the frame- rate detector can only produce an average rate. By looking at the other comparison videos in this piece, you'll see that by and large the games generally run at the same speed. However, when the engine struggles to cope, the frame- rate falls and it drops harder on PS3, hence bringing down the overall average. One curiosity I found was that the PS3 version has v- lock enabled, whereas 3. This might be seen to skew results in 3. Therefore, it's not likely to affect the overall result, and is certainly not an issue during gameplay. The hosted clips are from the 3. Truth be told, it's not really the visual differences as such that gravitates me slightly towards the 3. Microsoft platform, and when the frame- rate does drop, it's not quite so jarring as it is on PS3. And Finally.. After almost two thousands words of technical discussion, the bottom line is that it's clear that Rockstar had some issues matching the basic performance of the Xbox 3. PS3 hardware. Lower resolution, zero anti- aliasing support and a more variable frame- rate are the bottom line. On the one hand, it's a touch disappointing that Rockstar's USD 1. Xbox 3. 60, especially when you look at a game like Burnout Paradise that doesn't require a mandatory installation, has a basically rock solid frame- rate, and is technically identical cross- platform. That said, it's patently clear that Rockstar hasn't handed in a lazy conversion here. Creative decisions have been made to compensate for the technical limitations, and by and large they really work, to the point where you sometimes wonder why they couldn't have been applied to the Xbox 3. PS3 GTA IV looks absolutely fantastic, and even factoring in zero anti- aliasing support and a lower resolution, in many scenarios it looks as good as the 3. I've not addressed the freezing issue being reported on the game, of course. I'll have to leave that to the people affected as - try as I might to coax the code to fall over and die horribly - GTA IV behaved impeccably for me on both systems. But the chances are that by the time you read, a PS3 patch will be out and about that should sort out those who've been affected. A 3. 60 update after that, please, complete with a tweakable option to use the PS3 post- processing modes. Now that would be interesting.
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