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RazorDragon said:
Kane1389 said:
RazorDragon said:
theprof00 said:

You're one of the people the OP is addressed at. You think that the minimal differences you see on a visual level on a multiplat is all there is, and that diminishing returns confirms that the power difference really means nothing....confirmed by your own two eyes.

The differences you're seeing now in multiplats are the tip of the iceberg for the differences you'll be seeing later on.


Both consoles run on the same CPU, have same GPU architecture(kinda) and both will get optimised in the future, so it's not like the difference will be bigger when PS4 games get optimised because X1 games will also get optimised. The difference will be the same as it is right now in multiplatform games.


Not true, the games so far have all been cross gen, fairly easy to handle (except for Wii U). Once more demanding games come out, the difference in power will be more noticable, as always


Not really. Cross gen games aren't optimised and are running quite badly considering they should be "fairly easy to handle", if they try to get better graphics at playable framerates engines will need to be adapted to use the strenghts of both consoles. Since CPUs are the same and GPUs too(kinda, since XOne has ESRAM, so that'll need to be worked out), optimizations will work similarly on both consoles, therefore, differences should be the same.

In Tomb Raider's case, it should have been easier to optimise it for Xbone instead of PS4*, yet it still failed significatly in resolution, framerate and textures. And GPU is most certanly not the, PS4's is conisderably more powerfull and not burdened as much by OS, and it has a superior RAM to go with it, not to mention is also easier to work with. 

*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.


http://www.eurogamer.net/articles/digitalfoundry-2014-tomb-raider-definitive-performance-analysis