First thing's first, no dragging this thread into a circle jerk. No generalizations, snide remarks or comments about why you don't care about visuals. Also, this isn't the place for a frame rate war. We have enough for them as it is. If you feel the need to make comments like that, don't. They add nothing to the thread and only serve to agitate people.
Anyway, for those manly enough to read through their full analysis, you can find the article here: http://www.eurogamer.net/articles/digitalfoundry-2014-watch-dogs-tech-analysis
For everyone too lazy, here are the highlights:
The Good:
- The rainy night scenes (what were original shown at E3 2012) look stunning. In-fact, they meet the expectations set by that original footage, even on the PS4 (contrary to my previous belief).
- Great city geometry, with good use of dynamic assets such as NPC's, cars etc.
- Brilliant physics, everyone from Aiden's cloak, to wind simulation to some of the best water physics we've seen in a sandbox game.
- For the most part, the frame rate holds to 30fps like a rock (and also hits 31.1 fps at one point? :P). Overall DF praised its performance.
- Camera effects such as per-object motion blur alongside depth-of-field brings out a cinematic twist when rapidly raising a gun's scope.
The Okay:
- While the fps is good during general play, when you force the game into demanding situation it can drop. The lowest DF managed to get it was 24fps (still relatively impressive).
- Smoke, fire and water alpha quality don't hold up the the high standard in effects set by inFamous: SS. That said, it's still a convincing effort.
- The AA (likely the same as AC4) does a good job of combating the up-scaling from 900p, but it still lacks the clear 1080p finish of titles such as inFamous: SS.
- The hand-keyed facial animations are starting to feel dated when compared to the efforts of Naughty Dog, Sucker Punch or Quantic Dream.
The disappointing:
- While the lighting/atmosphere is great during those rainy night scenes, the lighting during the day is a lot less impressive.
- Inconsistent texture quality across the city, made worse by a somewhat sub-par texture filtering method.
- Screen tearing when performances drops under target.
The "oh god why?":
- Nuthin'
If I've missed anything or quote anything from the article incorrectly just let me know and i'll edit the OP :)