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Forums - Gaming Discussion - Digital Foundry Face-Off Resident Evil Revelations 2, Xbox One Trumps PS4 In Capcoms New Sequel


To start, we were at least happy to see a full 1920x1080 presentation on both new consoles, albeit with a rather basic FXAA implementation handling anti-aliasing duties. Capcom's FXAA implementation produces relatively clean edges but also suffers from mild texture blurring on distant surfaces. Both versions also make use of what appears to be full 16x anisotropic filtering with sharp, clean textures visible at any angle. With so many flat surfaces throughout the game, this feature is a must and we're glad to see that Capcom has implemented it.

Things are a tad disappointing on the PC side, with max settings providing a broadly equivalent experience to the Xbox One and PS4 titles. As with other MT Framework 2.0 games, anti-aliasing is limited to FXAA3 HQ as its maximum setting. Coverage is less aggressive here than standard console FXAA -which is also an option - but it does produce a noticeably sharper image. The only other notable differences comes down to shadow rendering, which offers a slightly higher level of quality than the console equivalents.

Indoors, the first thing that becomes apparent is the lack of environmental detail. The prison is made up of a series of hallways and rooms, all of which are boxy and simplistic in design. Textures are muddy and often of a low resolution while the precious few objects dotted around the environment never really sit well within the scene. When combined with some unattractive specular highlights, many of the games surfaces are left looking muddy and indistinct. Worse still, the PlayStation 4 version of the game appears to use lower resolution specular maps compared to the PC and Xbox One releases.

https://www.youtube.com/watch?v=Lxdwi2kgSqg
PS4 vs Xbox OneFramerate video.

On the surface, the two console iterations of the game look mostly identical but an unexpected differentiator arises when it comes to performance. To put it simply, the PlayStation 4 version of the game runs noticeably worse than the Xbox One release. Right from the start we noted a few extra dips here and there on PS4, even though a couple of scenes do run touch faster on Sony's box. Once we set foot outdoors though, things quickly go pear-shaped for PS4. Nearly every outdoor section struggles on Sony's platform, with a large forest scene in particular falling under 30fps regularly, while those same sections on Xbox One averaged between 50-60fps by comparison.

The bottleneck seems to be related to the flashlight and grass textures, though the foliage itself does not actually cast shadows. Both versions also suffer from minor hitches and skips during normal gameplay. At least the frame-pacing issue we observed in earlier footage has been eliminated on PS4 but either way, the results are disappointing on Sony's platform - and it's not entirely clear where these issues stem from.

Revelations 2 isn't a bad experience but its lower budget is definitely reflected in its visuals. Of course, it's not fair to expect results matching its more expensive siblings, but we can't shake the feeling that Capcom could have taken things a bit further. Improved effects work, object motion blur, and more interesting light placement could have gone a long way towards enhancing the game's presentation. There's a wealth of MT Framework titles out there boasting a wealth of additional visuals effects and we have trouble understanding why more of the available features aren't utilised in this game - these are off-the-shelf effects included in a mature engine, and wouldn't have required additional asset generation.

We'd feel a lot more satisfied had the reduced feature set produced perfectly stable performance on the modern consoles, but the drops definitely scrape away a layer of polish - particularly on PlayStation 4. While both console versions are quite playable, the massive hitches in performance experienced in certain sections on the Sony platform left us preferring the Xbox One version. Of course, if you have even a moderately powerful gaming PC, we'd recommend that above all, as long as split-screen gaming is not important to you. The weird, subtle inconsistencies also left us curious about the game's development, as certain features appear to have been implemented somewhat differently across all three versions of the game. Perhaps the team responsible for the PS4 version struggled more with optimisation?

http://www.eurogamer.net/articles/digitalfoundry-2015-resident-evil-revelations-2-face-off?utm_source=twitter&utm_medium=social&utm_campaign=socialoomph

 

sony needs to set there game up AAA multiplats still dont have anisotropic filtering and now this, those that say the gap between the two being bigger then last gen lmao



                                                             

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Wow! 30fps difference in that forest scene? Wtf!!!!



                  

PC Specs: CPU: 7800X3D || GPU: Strix 4090 || RAM: 32GB DDR5 6000 || Main SSD: WD 2TB SN850

What the hell?



Sounds like just lazy development to me



PSN & XBOX GT : cutzman25

Capcom sure loves Xbox!



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well i'm not surprised.

The first game come out on 3ds so they had to work with weak hardware to get the game looking mint.

They just don't know what to do with all that power in the PS4 lol.



 

 

95% of games are better on PS4, but Sony needs to step their game up because of the 5%.

Alright then.

Guess I'll just blame the dev for being lazy, that's the regular thing to do



*popcorn*



I guess the Vita port will run at 10 fps max if they keep with the poor optimization.



Good god, did they leave a group of monkeys behind the development of the PS4 version? Hell, a pack of monkeys could have done a bit better.



"Trick shot? The trick is NOT to get shot." - Lucian