The One X and Pro benefit from higher polygon counts which produces more refined and natural looking objects. It goes a long way toward explaining why Exodus looks so good on the four consoles. This one-size-fits-all approach is even extended to visual effects like motion blur sampling and shadows cast by muzzle flashes. Clothing textures are especially well-done on all the consoles. All four consoles use the same core assets although texture filtering is reduced a bit on the One S. 4A Games didn’t take this approach with Metro Exodus. Developers sometimes reduce asset quality in order to compensate for power difference across the consoles.
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