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Old 05-23-2015, 01:01 PM   #4216
chemgear
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Here's what DF has for the Witcher 3.

http://www.eurogamer.net/articles/di...-hunt-face-off

Purely in visual terms, PS4 and Xbox One miss out on PC's ultra-grade settings in several areas, but the game still looks complete on each. At its core, REDengine 3 drives a high level of foliage detail on console - perhaps the greatest density of plant-life since the original Crysis, rendering trees in at a surprisingly long range. Factoring in time of day, weather systems and rolling clouds.

With consoles set to patch 1.01 and PC at the latest 1.03, it's fair to say only PS4 can compete with a mainstream gaming PC in terms of pixel-count. Rendering at a native 1920x1080, Sony's platform gives a far crisper looking image at every turn, flattering the game's foliage-heavy details at range. Meanwhile, the promised 'dynamic resolution' solution on Xbox One doesn't appear to hit the 1080p target in any of our samples. Instead, for the most part the game renders at 1600x900, with only video cut-scenes providing true 1080p output for any noticeable length of time.

Paired with CD Project's custom post-process anti-aliasing mode, edges are at least treated thoroughly. In effect, this gets us a blended half-tone on each stair-step that mimics a 2x MSAA pass, while a temporal component addresses any shimmer on trees in motion. But based on direct image comparisons, it seems Xbox One struggles to reconcile its upscaled resolution with this AA method, and as a result there's a big tail-off in clarity the further into the distance you look. Curiously, PC offers only a single toggle to enable this mode with no alternative, and Nvidia's own control panel settings for MSAA are incompatible with its engine.

We also have confirmed reports of The Witcher 3 causing issues for those who overclock their graphics hardware. We were fine with our +200MHz core/+400MHz memory overclock to the reference GTX 750 Ti (we didn't even need to raise its power level), but then again, we were running with console-level quality levels - a mixture of medium and high quality presets. Feedback suggests that really pushing the game taxes a GPU in ways quite unlike any other PC release to date, so be prepared to compromise if you have tweaked, tuned and overclocked your graphics card to its limits.

Performance is also a sticking point; PS4 is preferable in this case for its 30fps cap, though it suffers from some stutter, while Xbox One's uncapped frame-rate gives us far less consistent experience. We're still hoping for that optional 30fps cap option on the Microsoft platform.

Having played all three versions extensively this week, it must be said PC is a must for its extras, as well as for its solid, multi-threaded optimisation across all setups tested. On the console front, as of update 1.01 the PS4 version is king thanks to a cleaner 1080p image and slightly smoother frame-pacing - though we hope its hitches are addressed soon in a patch.

Last edited by chemgear; 05-23-2015 at 01:01 PM. Reason: Spacing
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