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Assassin's Creed Origins arrives on Xbox One X, giving us a fascinating insight into how a key developer aims to scale their multi-platform projects most effectively across the current generation of consoles - both base models and 4K mid-gen refreshes. On the face of it, there are few surprises here: the more teraflops your console has, the better the resolution, automatically meaning that, yes, the game looks best on Xbox One X. But the techniques Ubisoft has deployed to scale its game across consoles produces some interesting results: Microsoft's new console hands in by far the best raw metrics in terms of pixel counts, but PS4 Pro still holds up rather well.
It's all about temporal anti-aliasing, the process of refining quality in the frame currently rendering by drawing upon information from previously generated images. The truth is that there's a huge amount of common information from one frame to the next, so why not draw upon that existing data and allow the game to look even better? TAA has produced excellent results in existing games, with titles like Call of Duty Infinite Warfare, Battlefield 1, Uncharted 4, Doom and Wolfenstein 2 all but banishing the dreaded 'jaggies' - harsh, ugly geometric edges. It's typically this artefact that is the most obviously noticeable difference between the same game running at varying resolutions
Assassin's Creed Origins follows suit with its own TAA solution, providing a huge upgrade over the basic post-process solutions found in Unity and Syndicate. It's also a good fit for the new game as Ubisoft has jettisoned its previous approach to the fundamentals of image quality: the fixed 900p framebuffer on both PS4 and Xbox One is gone, replaced with a dynamic scaling technology that aims for optimal GPU utilisation at all times, increasing resolution in simpler scenes and lowering it on more complex scenes while maintaining a relatively consistent frame-rate. It's not a new technique, but the use of temporal AA helps to mitigate the visual side-effects as resolution decreases - you're losing the raw pixel count, but you're still super-sampling in more data from prior frames, so despite some big variations in pixel counts between platforms, it helps to bring PS4 Pro, Xbox One X and PC versions closer together from a visual standpoint
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