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There is a visual advantage on PC, and the differences between the three versions of Blood and Wine largely come down to draw distances. For example, PC's overview of Toussaint's main city reveals a broader draw distance for shadow detail, while more trees also render in across its far hillsides. This only occurs at extreme range however, and PS4 and Xbox One tend to produce the same density of foliage and NPCs while in the city's main plaza. Each is rife with detail, but it's only in moving to PC that we realise what the ultra setting for terrain brings to the table.

However, as we venture closer to the city, Xbox One begins to fall short of PS4's performance level. Both consoles suffer a single streaming hiccup as we approach the castle (an irregular, one-off 15fps hitch that's hard to repeat), but it's Xbox One that continues to drop frames after this point. Cantering through a bustling market street, Xbox One settles at a 28-30fps range of performance overall, compared to a sturdier 30fps line on PS4. The good news is that moving further into the city puts both neck-and-neck at the target 30fps once again.

In other words, this city area runs well once we get to its centre, but on approach Xbox One has more issues holding a firm 30fps. Likewise, in earlier battles with the river-dwelling Scurver creatures, Xbox One struggles as we land each blow - and in particular as they detonate once pushed to a final sliver of health. At lowest we see a dip to 26fps on Xbox One in this case, while PS4 drops frames to 28fps at its lowest. This isn't the typical result in most battles however, and an encounter with the Golyat boss shows barely a dip on either format.

http://www.eurogamer.net/articles/digitalfoundry-2016-performance-analysis-the-witcher-3-blood-and-wine



 

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