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Deus Ex Human Revolution: video comparativo tra Xbox 360 e PlayStation 3

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#31
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Lens of Truth - Head to Head PS3 v.s. X360





Graphics:

Graphically, Deus Ex: Human Revolution looks absolutely amazing on both platforms. Edios did a great job with both of these versions and both look very polished and visually very close to one another. However, there are still some minor differences that we need to discuss. First on the list is Anti-aliasing. Judging from our analysis it appears the PS3 and Xbox 360 are using their traditional AA methods (PS3 2x MLAA and Xbox 2x MSAA) but with some proprietary engine customization intact. By looking at our images it’s obvious that the Xbox 360 is using some sort of edge smoothing technique which helps with some of the jaggies. While this method indeed helps with jaggies, it also makes the Xbox 360 version look a little less sharp then its counterpart in certain areas (hardly noticeable unless analyzed extensively). On the other hand, it appears the PS3 is using a custom 2x MLAA and some sort of anisotropic texture filtering. This technique does appear to make the PS3 look sharper then the Xbox 360 but with issues. Jaggies and slight artifacting become present in certain areas due to using this method, which is rather odd.

The gamma differences are minor but they are present. These differences are not reflected in our analysis because these calibrations can be adjusted, externally. Either through the “luminosity” setting in-game, or though your external device like T.V. or monitor. Again, we have and will always stick to the “out of box” method. Besides, we feel the developers need to take an initiative on that aspect (like Need for Speed: Hot Persuit or Dead Space 2 for instance).

The image quality and texture resolution is interesting indeed. On one hand we have the PS3 having a slightly better anisotropic filtering making some of the background elements look a bit sharper. In theory anisotrophic filtering works by preserving the “sharpness” of textures usually lost by mip-mapping, thus this type of filtering should also help with the minor aliasing issues on the PS3, but maybe the algorithm isn’t aggressive enough. On the other hand the Xbox 360 looks to have better shadows and SSAO implemented throughout. This could be observed by looking at the 4th rollover on the first page and the 2nd slider on the same page. Furthermore, there appears to be some extra lighting on the Xbox 360 as well, but this could be dynamic and is only noticeable in very limited areas of the analysis. On a positive note, texture resolution of the “higher resolution” mip-maps are unquestionably identical – this includes diffuse, normal, specular, detail etc. However, it does appear the Xbox 360 has a slightly more aggressive “lower resolution” mip-mapping approach. This can be seen by looking at the 2nd rollover on page two.

Bottom line is both versions look great, but as mentioned above, graphically the Xbox 360 version looks to be a bit more polished throughout. With better looking AA, more consistent SSAO, shadows, lighting and mip-mapping, the Xbox wins this category by a hair.



G R A P H I C S

The bottom line is that both versions look great, but as mentioned above, graphically the Xbox 360 version looks be a bit more polished. With better AA, more consistent SSAO, Shadows, lighting and mip-mapping, the Xbox wins this category by a hair.


P E R F O R M A N C E

Both versions performed perfectly. Managing to maintain a nearly solid 30 FPS without a hint of screen tearing was quite impressive. In this category both versions come out on top.


L O A D I N G

Load times ended things off with a noticeable PS3 advantage. Even though the game had to be installed on the PS3, at least this time it payed off in the end.


O U T C O M E

The verdict of this Head2Head ends with a stale mate.



In sintesi.. graficamente è un pochino più pulita la versione 360, la versione 360 ha un più consistente SSAO, ombre, luci e mip-mepping, mentre le perormance (come gira), sono pressoche identiche, generalemente stabili entrambe le versioni a 30fps e senza tearing

l'unico aspetto non trattato è l'audio, non si sà se la versione PS3 ha audio DTS 5.1, o in vero PCM non compresso, spesso è una riconversione del Dolby Digital fatta ad opera della PS3, recentemente o confrontato l'audio in Dolby Digital 5.1 in direct strem,via HDM delle due versioni di Soul Calibur 4 con il più recente ampli Pioneer top di gamma LX83, tra le due versioni di SC4 è risultato migliore la resa audio del Dolby Digital della versione 360, di cui è stato facilmente percepibile un migliore equilibrio timbrico, tra bassi/medi/acuti, maggiore impatto sulle medio basse, e meglio delineate baesse frequenze, ed alte frequenze nitide ma più controllate e meno ecessive della versione PS3 che è risultataun poco più aperta ma più asciutta, aspra e tendente ad accentuare troppo le alte frequenze, sia negli effetti audio che nella colonna sonora, inb SC4 vince nell'audio la veriosne 360 otre che a soffrire di un minore aliasing, il test dell'audio è stata fatta su un impianto di alto livello di un mio collega con difussori Jamo D590 da pavimento, settati tutti in Large e sub Jamo THX Ultra, abbianti al nuovo ampli top di gamma Pioneer LX83.

Questo èstato riscontrato in Soul Calibur a parità di codofica DD per entrambe le versioni, ma è probabile che per ogni gioco possa esserci un riscotro diverso, putroppo, l'unico gioco che ho per entrambe le piattaforme è SC4, e in futuro forse Mirror Edge se lo trovero nuovo a max 9.90


Fonte:

Pag1) http://www.lensoftru...ution-analysis/

Pag2) http://www.lensoftru...ion-analysis/2/



Vista la migliore resa nella grafica (più pulita, più consistente SSAO, ombre, luci e mip-mepping), tra l'altro è anhe un pò più veloce nei caricamenti se istallato, posso prenderlo a colpo sicuro per 360 eventualmente..




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