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Battlefield 4 comparacion grafica de Xbox One y PS4
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29-10-2013 / 07:47 h#1
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Saque usted sus propias concluciones






























mas informacion

http://www.neogaf.com/forum/showthread.php?t=705961
Última edición: 29-10-2013 / 07:54 h. Por Drjeckyll12
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29-10-2013 / 08:35 h#2
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@Drjeckyll12 Eres de lo que no hay. 
29-10-2013 / 08:42 h#3
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@Drjeckyll12 Eres de lo que no hay.
Postando las noticias fresquitas entonces?
29-10-2013 / 08:46 h#4
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Saque usted sus propias concluciones mas informacion http://www.neogaf.com/forum/showthread.php?t=705961
la verdad no esperaba que se notará tanto la diferencia, supongo que será gracias a direct x de xbox y que ps4 no lo tiene, sino, no lo entiendo
29-10-2013 / 09:21 h#5
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Pero ponlo todo hombre ´`

Having moved ahead in terms of image quality, there's no doubt that Sony's new platform comes out on top overall in the performance metrics too. This is best demonstrated in matching sequences, such as a cut-scene on a Shanghai river where it commands a constant 2-4fps lead, and likewise during the tearing apart of a battleship. In terms of gameplay, the gap widens further during the cannister explosion on the Fishing in Baku stage, with a disparity at well above these numbers - the PS4 regaining 60fps much faster than the fluctuating Xbox One code. We see occasional XO wins in like-for-like testing too, but in our single-player tests, it is clearly the PS4 code that is in the ascendant.

The result isn't quite as flattering as the campaign mode, but still strong. On 64-player Conquest mode variants of maps such as Lancang Dam or Flood Zone, we get between 40-60fps while in the thick of the action. Sadly, these frame-rate hits do impact gameplay where control latency is concerned. The trade-off is worth it, owing to the sheer acreage of these battlefield environments, the support of up to 64 players, and the destructible nature of the environment - unparalleled among its competition.

Frame-rate test

where we determine that the Xbox One code is indeed running at 1280x720. If this is set in stone for release - as is likely - the Microsoft version is poised to give us the most aliasing of the two next-gen platforms by a noticeable degree, and is only a stone's throw from the sub-720p resolutions of current-gen releases. On the other hand, the PS4 version delivers a whopping 1600x900 resolution in all modes, giving it a 50 per cent lead in output pixels overall. As well as cutting down on jagged edges, this reduces the amount of pixel shimmer we see in motion on complex shaders or thin geometry, with distant power lines, scaffolding and other elements with sub-pixel elements creating unwanted flickering on Xbox One.

But the differences we saw don't just stop at resolution. Both versions are treated to post-processing anti-aliasing too, seemingly equivalent to the refined, high setting on PC. However, this doesn't tell the whole story. As you may notice in our screengrabs, the actual results on PS4 lack the corresponding level of crystal clarity we'd expect of such a significant resolution boost. This should surely be a home run for Sony's console, but what is likely to be a software-based upscale to 1080p delivers less-than-stellar returns, and for better or worse leaves the Xbox One with an often crisper looking, albeit much more aliased image.

(los resultados reales en PS4 carecen del nivel correspondiente de claridad cristalina es de esperar de tal impulso importante resolución, pero lo que es probable que sea un lujo basado en software para 1080p ofrece resultados menos - que-estelares , y para bien o para mal sale en comparacion la version de Xbox One con una imagen más nítida, aunque mucho más alias )

What is curious is the level of "pop" given to the Xbox One's textures, where - bizarrely - artwork often seems to be more detailed than on PlayStation 4.

Regardless, the overall impression is that the gap is closed just a touch between the Microsoft and Sony platforms. The soft blur on PS4 comes across as a missed opportunity given the extra leg-work needed by the PS4's troves of GDDR5 RAM and GPU compute units to hit this 1600x900 mark. Nevertheless the image in motion is clearly the superior of the two - if not quite the knock-out smash we'd expected based on the raw metrics. As the template for what could be achieved with zero upscaling, the PC version highlights the benefits of running at a full 1920x1080 and the 4x MSAA provides the icing on the cake in terms of image quality. Where marking out enemies on the horizon is concerned, the heightened pixel count on an unfiltered, multi-sampled image makes for a tangible, desirable difference.

This leads us to a second issue that affects both console releases: gamma levels. We went into the review event having never hooked up our equipment to either next-gen platform before, and our tests with BF4 gave some curious results we want to revisit with the final game on retail hardware. Similar to the Xbox 360, Microsoft's new platform seems to enforce a colour push towards the lower end, leaving us with more saturated colours and deeper blacks. It's just cause to head towards Battlefield 4's brightness settings, but in the interest of a fair test we kept this at the default 30 per cent for all platforms.

Curiously, the top end is also affected, causing the image to appear distinctly washed out, as if set to limited range. This is particularly evident on PS4, which is kept free of a comparable black push to Microsoft's platform to compensate. Right now there's every possibility that it could be a capture situation, but it is worth noting that we saw no such issue on our PC captures and after returning to base, the same equipment produced a perfectly balanced picture on our PlayStation 3.

XBO vs PC
XBO tiene cambios de gamma la nueva plataforma de Microsoft parece cumplir un empujón de color hacia el extremo inferior , dejándonos con más colores saturados y negros más profundos, pero mantiene esto en el valor por defecto de 30 por ciento para todas las plataformas. http://www.eurogamer.net/articles/digitalfoundry-battlefield-4-next-gen-vs-pc-face-off-preview Estos de Microsoft haciendo de las suyas con DIrectx, en parte me esperaba algo como esto, pero es impresionante trabajo que han hecho , ya podeis ver que tal rinde el juego, esto va a ser interesante
Última edición: 29-10-2013 / 09:45 h. Por Robfero
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29-10-2013 / 09:23 h#6
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Pero ponlo todo hombre
where we determine that the Xbox One code is indeed running at 1280x720. If this is set in stone for release - as is likely - the Microsoft version is poised to give us the most aliasing of the two next-gen platforms by a noticeable degree, and is only a stone's throw from the sub-720p resolutions of current-gen releases. On the other hand, the PS4 version delivers a whopping 1600x900 resolution in all modes, giving it a 50 per cent lead in output pixels overall. As well as cutting down on jagged edges, this reduces the amount of pixel shimmer we see in motion on complex shaders or thin geometry, with distant power lines, scaffolding and other elements with sub-pixel elements creating unwanted flickering on Xbox One. But the differences we saw don't just stop at resolution. Both versions are treated to post-processing anti-aliasing too, seemingly equivalent to the refined, high setting on PC. However, this doesn't tell the whole story. As you may notice in our screengrabs, the actual results on PS4 lack the corresponding level of crystal clarity we'd expect of such a significant resolution boost. This should surely be a home run for Sony's console, but what is likely to be a software-based upscale to 1080p delivers less-than-stellar returns, and for better or worse leaves the Xbox One with an often crisper looking, albeit much more aliased image. (los resultados reales en PS4 carecen del nivel correspondiente de claridad cristalina es de esperar de tal impulso importante resolución, pero lo que es probable que sea un lujo basado en software para 1080p ofrece resultados menos - que-estelares , y para bien o para mal sale en comparacion la version de Xbox One con una imagen más nítida, aunque mucho más alias ) What is curious is the level of "pop" given to the Xbox One's textures, where - bizarrely - artwork often seems to be more detailed than on PlayStation 4. Regardless, the overall impression is that the gap is closed just a touch between the Microsoft and Sony platforms. The soft blur on PS4 comes across as a missed opportunity given the extra leg-work needed by the PS4's troves of GDDR5 RAM and GPU compute units to hit this 1600x900 mark. Nevertheless the image in motion is clearly the superior of the two - if not quite the knock-out smash we'd expected based on the raw metrics. As the template for what could be achieved with zero upscaling, the PC version highlights the benefits of running at a full 1920x1080 and the 4x MSAA provides the icing on the cake in terms of image quality. Where marking out enemies on the horizon is concerned, the heightened pixel count on an unfiltered, multi-sampled image makes for a tangible, desirable difference. This leads us to a second issue that affects both console releases: gamma levels. We went into the review event having never hooked up our equipment to either next-gen platform before, and our tests with BF4 gave some curious results we want to revisit with the final game on retail hardware. Similar to the Xbox 360, Microsoft's new platform seems to enforce a colour push towards the lower end, leaving us with more saturated colours and deeper blacks. It's just cause to head towards Battlefield 4's brightness settings, but in the interest of a fair test we kept this at the default 30 per cent for all platforms. Curiously, the top end is also affected, causing the image to appear distinctly washed out, as if set to limited range. This is particularly evident on PS4, which is kept free of a comparable black push to Microsoft's platform to compensate. Right now there's every possibility that it could be a capture situation, but it is worth noting that we saw no such issue on our PC captures and after returning to base, the same equipment produced a perfectly balanced picture on our PlayStation 3. XBO vs PC
XBO tiene cambios de gamma la nueva plataforma de Microsoft parece cumplir un empujón de color hacia el extremo inferior , dejándonos con más colores saturados y negros más profundos, pero mantiene esto en el valor por defecto de 30 por ciento para todas las plataformas. http://www.eurogamer.net/articles/digitalfoundry-battlefield-4-next-gen-vs-pc-face-off-preview Estos de Microsoft haciendo de las suyas con DIrectx, en parte me esperaba algo como esto impresionante trabajo que han hecho , pero ya podeis ver que tal rinde el juego.
Disculpas ,pero en el titulo dice comparacion grafica igual el frame rate es muy parecido en ambas, a veces ps4 le saca 4 fps a xbox one
29-10-2013 / 09:27 h#7
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where we determine that the Xbox One code is indeed running at 1280x720. If this is set in stone for release - as is likely - the Microsoft version is poised to give us the most aliasing of the two next-gen platforms by a noticeable degree, and is only a stone's throw from the sub-720p resolutions of current-gen releases. On the other hand, the PS4 version delivers a whopping 1600x900 resolution in all modes, giving it a 50 per cent lead in output pixels overall. As well as cutting down on jagged edges, this reduces the amount of pixel shimmer we see in motion on complex shaders or thin geometry, with distant power lines, scaffolding and other elements with sub-pixel elements creating unwanted flickering on Xbox One. But the differences we saw don't just stop at resolution. Both versions are treated to post-processing anti-aliasing too, seemingly equivalent to the refined, high setting on PC. However, this doesn't tell the whole story. As you may notice in our screengrabs, the actual results on PS4 lack the corresponding level of crystal clarity we'd expect of such a significant resolution boost. This should surely be a home run for Sony's console, but what is likely to be a software-based upscale to 1080p delivers less-than-stellar returns, and for better or worse leaves the Xbox One with an often crisper looking, albeit much more aliased image. (los resultados reales en PS4 carecen del nivel correspondiente de claridad cristalina es de esperar de tal impulso importante resolución, pero lo que es probable que sea un lujo basado en software para 1080p ofrece resultados menos - que-estelares , y para bien o para mal sale en comparacion la version de Xbox One con una imagen más nítida, aunque mucho más alias ) What is curious is the level of "pop" given to the Xbox One's textures, where - bizarrely - artwork often seems to be more detailed than on PlayStation 4. Regardless, the overall impression is that the gap is closed just a touch between the Microsoft and Sony platforms. The soft blur on PS4 comes across as a missed opportunity given the extra leg-work needed by the PS4's troves of GDDR5 RAM and GPU compute units to hit this 1600x900 mark. Nevertheless the image in motion is clearly the superior of the two - if not quite the knock-out smash we'd expected based on the raw metrics. As the template for what could be achieved with zero upscaling, the PC version highlights the benefits of running at a full 1920x1080 and the 4x MSAA provides the icing on the cake in terms of image quality. Where marking out enemies on the horizon is concerned, the heightened pixel count on an unfiltered, multi-sampled image makes for a tangible, desirable difference. This leads us to a second issue that affects both console releases: gamma levels. We went into the review event having never hooked up our equipment to either next-gen platform before, and our tests with BF4 gave some curious results we want to revisit with the final game on retail hardware. Similar to the Xbox 360, Microsoft's new platform seems to enforce a colour push towards the lower end, leaving us with more saturated colours and deeper blacks. It's just cause to head towards Battlefield 4's brightness settings, but in the interest of a fair test we kept this at the default 30 per cent for all platforms. Curiously, the top end is also affected, causing the image to appear distinctly washed out, as if set to limited range. This is particularly evident on PS4, which is kept free of a comparable black push to Microsoft's platform to compensate. Right now there's every possibility that it could be a capture situation, but it is worth noting that we saw no such issue on our PC captures and after returning to base, the same equipment produced a perfectly balanced picture on our PlayStation 3. XBO vs PC
XBO tiene cambios de gamma la nueva plataforma de Microsoft parece cumplir un empujón de color hacia el extremo inferior , dejándonos con más colores saturados y negros más profundos, pero mantiene esto en el valor por defecto de 30 por ciento para todas las plataformas. http://www.eurogamer.net/articles/digitalfoundry-battlefield-4-next-gen-vs-pc-face-off-preview Estos de Microsoft haciendo de las suyas con DIrectx, en parte me esperaba algo como esto impresionante trabajo que han hecho , pero ya podeis ver que tal rinde el juego.
Disculpas ,pero en el titulo dice comparacion grafica igual el frame rate es muy parecido en ambas, a veces ps4 le saca 4 fps a xbox one
Comparacion grafica? y que es lo que puesto yo?, voy a poner unas cuantas cosas
Última edición: 29-10-2013 / 09:50 h. Por Robfero
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29-10-2013 / 10:06 h#8
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La version de PS4 es claramente superior, corre a 1600 x 900p frente a la resolucion de Xbox One 1280 x 720p
La version de PS4 corre 50% mas de pixeles que la de Xbox One y mantiene el frame rate, a 60 fps la mayoria de veces y se cae menos que la version de Xbox One, aqui les dejo un link de la comparativa: http://www.eurogamer.net/articles/digitalfoundry-battlefield-4-next-gen-vs-pc-face-off-preview aqui les dejo una version del multijugador de PS4
corriendo a 900p sigue manteniendo los 60 fps
29-10-2013 / 10:15 h#9
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XBOX One se ve mejor, quien no lo vea es demasiado fanboy.
29-10-2013 / 10:44 h#10
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Xbox y sus dientes de sierra 
29-10-2013 / 11:03 h#11
Hadrianus
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@RaiderTera esto en el foro de xbox te lo puedo pasar, aqui no.

Se ve mejor en que, lo unico que se ve es un cambio de iluminacion, deja de ser un fanboy tu por que depende  de donde sea la imagen se ve mejores en una y otras.En las que salen con algun tio al lado hablando, en xbox one se ven horribles.
29-10-2013 / 11:22 h#12
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Versiones casi calcadas, una se favorece en unos aspectos y otra en otros como los FPS, iluminación, oscuridad, etc. La deferencia más clara está en la resolución aunque viendo vídeos en Youtube hasta en 720p se ve de PM.

La diferencia abismal está en las versiones de consolas de esta generación, ahí sí que poco hay que comparar.

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Pero ponlo todo hombre
where we determine that the Xbox One code is indeed running at 1280x720. If this is set in stone for release - as is likely - the Microsoft version is poised to give us the most aliasing of the two next-gen platforms by a noticeable degree, and is only a stone's throw from the sub-720p resolutions of current-gen releases. On the other hand, the PS4 version delivers a whopping 1600x900 resolution in all modes, giving it a 50 per cent lead in output pixels overall. As well as cutting down on jagged edges, this reduces the amount of pixel shimmer we see in motion on complex shaders or thin geometry, with distant power lines, scaffolding and other elements with sub-pixel elements creating unwanted flickering on Xbox One. But the differences we saw don't just stop at resolution. Both versions are treated to post-processing anti-aliasing too, seemingly equivalent to the refined, high setting on PC. However, this doesn't tell the whole story. As you may notice in our screengrabs, the actual results on PS4 lack the corresponding level of crystal clarity we'd expect of such a significant resolution boost. This should surely be a home run for Sony's console, but what is likely to be a software-based upscale to 1080p delivers less-than-stellar returns, and for better or worse leaves the Xbox One with an often crisper looking, albeit much more aliased image. (los resultados reales en PS4 carecen del nivel correspondiente de claridad cristalina es de esperar de tal impulso importante resolución, pero lo que es probable que sea un lujo basado en software para 1080p ofrece resultados menos - que-estelares , y para bien o para mal sale en comparacion la version de Xbox One con una imagen más nítida, aunque mucho más alias ) What is curious is the level of "pop" given to the Xbox One's textures, where - bizarrely - artwork often seems to be more detailed than on PlayStation 4. Regardless, the overall impression is that the gap is closed just a touch between the Microsoft and Sony platforms. The soft blur on PS4 comes across as a missed opportunity given the extra leg-work needed by the PS4's troves of GDDR5 RAM and GPU compute units to hit this 1600x900 mark. Nevertheless the image in motion is clearly the superior of the two - if not quite the knock-out smash we'd expected based on the raw metrics. As the template for what could be achieved with zero upscaling, the PC version highlights the benefits of running at a full 1920x1080 and the 4x MSAA provides the icing on the cake in terms of image quality. Where marking out enemies on the horizon is concerned, the heightened pixel count on an unfiltered, multi-sampled image makes for a tangible, desirable difference. This leads us to a second issue that affects both console releases: gamma levels. We went into the review event having never hooked up our equipment to either next-gen platform before, and our tests with BF4 gave some curious results we want to revisit with the final game on retail hardware. Similar to the Xbox 360, Microsoft's new platform seems to enforce a colour push towards the lower end, leaving us with more saturated colours and deeper blacks. It's just cause to head towards Battlefield 4's brightness settings, but in the interest of a fair test we kept this at the default 30 per cent for all platforms. Curiously, the top end is also affected, causing the image to appear distinctly washed out, as if set to limited range. This is particularly evident on PS4, which is kept free of a comparable black push to Microsoft's platform to compensate. Right now there's every possibility that it could be a capture situation, but it is worth noting that we saw no such issue on our PC captures and after returning to base, the same equipment produced a perfectly balanced picture on our PlayStation 3. XBO vs PC
XBO tiene cambios de gamma la nueva plataforma de Microsoft parece cumplir un empujón de color hacia el extremo inferior , dejándonos con más colores saturados y negros más profundos, pero mantiene esto en el valor por defecto de 30 por ciento para todas las plataformas. http://www.eurogamer.net/articles/digitalfoundry-battlefield-4-next-gen-vs-pc-face-off-preview Estos de Microsoft haciendo de las suyas con DIrectx, en parte me esperaba algo como esto impresionante trabajo que han hecho , pero ya podeis ver que tal rinde el juego.
Disculpas ,pero en el titulo dice comparacion grafica igual el frame rate es muy parecido en ambas, a veces ps4 le saca 4 fps a xbox one
A veces le sacará 4 FPS mas la versión de PS4, otras no son 4 diría yo...
Última edición: 29-10-2013 / 11:28 h. Por Juanhobby
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29-10-2013 / 11:38 h#13
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Versiones casi calcadas, una se favorece en unos aspectos y otra en otros como los FPS, iluminación, oscuridad, etc. La deferencia más clara está en la resolución aunque viendo vídeos en Youtube hasta en 720p se ve de PM. La diferencia abismal está en las versiones de consolas de esta generación, ahí sí que poco hay que comparar.
Mostrar cita
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Pero ponlo todo hombre
where we determine that the Xbox One code is indeed running at 1280x720. If this is set in stone for release - as is likely - the Microsoft version is poised to give us the most aliasing of the two next-gen platforms by a noticeable degree, and is only a stone's throw from the sub-720p resolutions of current-gen releases. On the other hand, the PS4 version delivers a whopping 1600x900 resolution in all modes, giving it a 50 per cent lead in output pixels overall. As well as cutting down on jagged edges, this reduces the amount of pixel shimmer we see in motion on complex shaders or thin geometry, with distant power lines, scaffolding and other elements with sub-pixel elements creating unwanted flickering on Xbox One. But the differences we saw don't just stop at resolution. Both versions are treated to post-processing anti-aliasing too, seemingly equivalent to the refined, high setting on PC. However, this doesn't tell the whole story. As you may notice in our screengrabs, the actual results on PS4 lack the corresponding level of crystal clarity we'd expect of such a significant resolution boost. This should surely be a home run for Sony's console, but what is likely to be a software-based upscale to 1080p delivers less-than-stellar returns, and for better or worse leaves the Xbox One with an often crisper looking, albeit much more aliased image. (los resultados reales en PS4 carecen del nivel correspondiente de claridad cristalina es de esperar de tal impulso importante resolución, pero lo que es probable que sea un lujo basado en software para 1080p ofrece resultados menos - que-estelares , y para bien o para mal sale en comparacion la version de Xbox One con una imagen más nítida, aunque mucho más alias ) What is curious is the level of "pop" given to the Xbox One's textures, where - bizarrely - artwork often seems to be more detailed than on PlayStation 4. Regardless, the overall impression is that the gap is closed just a touch between the Microsoft and Sony platforms. The soft blur on PS4 comes across as a missed opportunity given the extra leg-work needed by the PS4's troves of GDDR5 RAM and GPU compute units to hit this 1600x900 mark. Nevertheless the image in motion is clearly the superior of the two - if not quite the knock-out smash we'd expected based on the raw metrics. As the template for what could be achieved with zero upscaling, the PC version highlights the benefits of running at a full 1920x1080 and the 4x MSAA provides the icing on the cake in terms of image quality. Where marking out enemies on the horizon is concerned, the heightened pixel count on an unfiltered, multi-sampled image makes for a tangible, desirable difference. This leads us to a second issue that affects both console releases: gamma levels. We went into the review event having never hooked up our equipment to either next-gen platform before, and our tests with BF4 gave some curious results we want to revisit with the final game on retail hardware. Similar to the Xbox 360, Microsoft's new platform seems to enforce a colour push towards the lower end, leaving us with more saturated colours and deeper blacks. It's just cause to head towards Battlefield 4's brightness settings, but in the interest of a fair test we kept this at the default 30 per cent for all platforms. Curiously, the top end is also affected, causing the image to appear distinctly washed out, as if set to limited range. This is particularly evident on PS4, which is kept free of a comparable black push to Microsoft's platform to compensate. Right now there's every possibility that it could be a capture situation, but it is worth noting that we saw no such issue on our PC captures and after returning to base, the same equipment produced a perfectly balanced picture on our PlayStation 3. XBO vs PC
XBO tiene cambios de gamma la nueva plataforma de Microsoft parece cumplir un empujón de color hacia el extremo inferior , dejándonos con más colores saturados y negros más profundos, pero mantiene esto en el valor por defecto de 30 por ciento para todas las plataformas. http://www.eurogamer.net/articles/digitalfoundry-battlefield-4-next-gen-vs-pc-face-off-preview Estos de Microsoft haciendo de las suyas con DIrectx, en parte me esperaba algo como esto impresionante trabajo que han hecho , pero ya podeis ver que tal rinde el juego.
Disculpas ,pero en el titulo dice comparacion grafica igual el frame rate es muy parecido en ambas, a veces ps4 le saca 4 fps a xbox one
A veces le sacará 4 FPS mas la versión de PS4, otras no son 4 diría yo...
Siendo justos, si ves el video, en ese momento en el gameplay de la Xbox al personaje le empiezan a disparar y le tiran una granada que explota a su lado, por ello puedes ver sangre en esa captura y no en el de la play station 4. Como dicen son 4 fps de diferencia, aqui es donde empieza la explosion, de nada sirve tomar capturas cuando uno esta de turismo y al otro lo estan poniendo a caldo: Además, no son benchmarks, son gameplays que es imposible hacer 2 iguales, es como si pongo esta captura y digo que Xbox le saca 12 fps a la ps4 cuando no será así.
Última edición: 29-10-2013 / 11:50 h. Por R3nk0
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29-10-2013 / 11:55 h#14
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Versiones casi calcadas, una se favorece en unos aspectos y otra en otros como los FPS, iluminación, oscuridad, etc. La deferencia más clara está en la resolución aunque viendo vídeos en Youtube hasta en 720p se ve de PM. La diferencia abismal está en las versiones de consolas de esta generación, ahí sí que poco hay que comparar.
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Pero ponlo todo hombre
where we determine that the Xbox One code is indeed running at 1280x720. If this is set in stone for release - as is likely - the Microsoft version is poised to give us the most aliasing of the two next-gen platforms by a noticeable degree, and is only a stone's throw from the sub-720p resolutions of current-gen releases. On the other hand, the PS4 version delivers a whopping 1600x900 resolution in all modes, giving it a 50 per cent lead in output pixels overall. As well as cutting down on jagged edges, this reduces the amount of pixel shimmer we see in motion on complex shaders or thin geometry, with distant power lines, scaffolding and other elements with sub-pixel elements creating unwanted flickering on Xbox One. But the differences we saw don't just stop at resolution. Both versions are treated to post-processing anti-aliasing too, seemingly equivalent to the refined, high setting on PC. However, this doesn't tell the whole story. As you may notice in our screengrabs, the actual results on PS4 lack the corresponding level of crystal clarity we'd expect of such a significant resolution boost. This should surely be a home run for Sony's console, but what is likely to be a software-based upscale to 1080p delivers less-than-stellar returns, and for better or worse leaves the Xbox One with an often crisper looking, albeit much more aliased image. (los resultados reales en PS4 carecen del nivel correspondiente de claridad cristalina es de esperar de tal impulso importante resolución, pero lo que es probable que sea un lujo basado en software para 1080p ofrece resultados menos - que-estelares , y para bien o para mal sale en comparacion la version de Xbox One con una imagen más nítida, aunque mucho más alias ) What is curious is the level of "pop" given to the Xbox One's textures, where - bizarrely - artwork often seems to be more detailed than on PlayStation 4. Regardless, the overall impression is that the gap is closed just a touch between the Microsoft and Sony platforms. The soft blur on PS4 comes across as a missed opportunity given the extra leg-work needed by the PS4's troves of GDDR5 RAM and GPU compute units to hit this 1600x900 mark. Nevertheless the image in motion is clearly the superior of the two - if not quite the knock-out smash we'd expected based on the raw metrics. As the template for what could be achieved with zero upscaling, the PC version highlights the benefits of running at a full 1920x1080 and the 4x MSAA provides the icing on the cake in terms of image quality. Where marking out enemies on the horizon is concerned, the heightened pixel count on an unfiltered, multi-sampled image makes for a tangible, desirable difference. This leads us to a second issue that affects both console releases: gamma levels. We went into the review event having never hooked up our equipment to either next-gen platform before, and our tests with BF4 gave some curious results we want to revisit with the final game on retail hardware. Similar to the Xbox 360, Microsoft's new platform seems to enforce a colour push towards the lower end, leaving us with more saturated colours and deeper blacks. It's just cause to head towards Battlefield 4's brightness settings, but in the interest of a fair test we kept this at the default 30 per cent for all platforms. Curiously, the top end is also affected, causing the image to appear distinctly washed out, as if set to limited range. This is particularly evident on PS4, which is kept free of a comparable black push to Microsoft's platform to compensate. Right now there's every possibility that it could be a capture situation, but it is worth noting that we saw no such issue on our PC captures and after returning to base, the same equipment produced a perfectly balanced picture on our PlayStation 3. XBO vs PC
XBO tiene cambios de gamma la nueva plataforma de Microsoft parece cumplir un empujón de color hacia el extremo inferior , dejándonos con más colores saturados y negros más profundos, pero mantiene esto en el valor por defecto de 30 por ciento para todas las plataformas. http://www.eurogamer.net/articles/digitalfoundry-battlefield-4-next-gen-vs-pc-face-off-preview Estos de Microsoft haciendo de las suyas con DIrectx, en parte me esperaba algo como esto impresionante trabajo que han hecho , pero ya podeis ver que tal rinde el juego.
Disculpas ,pero en el titulo dice comparacion grafica igual el frame rate es muy parecido en ambas, a veces ps4 le saca 4 fps a xbox one
A veces le sacará 4 FPS mas la versión de PS4, otras no son 4 diría yo...
Siendo justos, si ves el video, en ese momento en el gameplay de la Xbox al personaje le empiezan a disparar y le tiran una granada que explota a su lado, por ello puedes ver sangre en esa captura y no en el de la play station 4. Como dicen son 4 fps de diferencia, aqui es donde empieza la explosion, de nada sirve tomar capturas cuando uno esta de turismo y al otro lo estan poniendo a caldo: Además, no son benchmarks, son gameplays que es imposible hacer 2 iguales, es como si pongo esta captura y digo que Xbox le saca 12 fps a la ps4 cuando no será así.
Eso te iba a decir yo ahora mismo, que la versión de PS4 no se libra. En el final del vídeo se ve cuando tiene un tanque que la versión de PS4 baja hasta los 48 o 52 FPS mientras que la de XOne se mantiene a 60, pero también depende mucho de sí en ese momento hay explosión o no. Como ya indicas tú con la foto tomada del vídeo. Se ve que la foto donde la versión de XOne baja en FPS de que no es la misma que la de PS4 por lo que ya has dicho. Culpa mía por no haber visto el vídeo antes de comentar.
29-10-2013 / 12:10 h#15
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Versiones casi calcadas, una se favorece en unos aspectos y otra en otros como los FPS, iluminación, oscuridad, etc. La deferencia más clara está en la resolución aunque viendo vídeos en Youtube hasta en 720p se ve de PM. La diferencia abismal está en las versiones de consolas de esta generación, ahí sí que poco hay que comparar.
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Pero ponlo todo hombre
where we determine that the Xbox One code is indeed running at 1280x720. If this is set in stone for release - as is likely - the Microsoft version is poised to give us the most aliasing of the two next-gen platforms by a noticeable degree, and is only a stone's throw from the sub-720p resolutions of current-gen releases. On the other hand, the PS4 version delivers a whopping 1600x900 resolution in all modes, giving it a 50 per cent lead in output pixels overall. As well as cutting down on jagged edges, this reduces the amount of pixel shimmer we see in motion on complex shaders or thin geometry, with distant power lines, scaffolding and other elements with sub-pixel elements creating unwanted flickering on Xbox One. But the differences we saw don't just stop at resolution. Both versions are treated to post-processing anti-aliasing too, seemingly equivalent to the refined, high setting on PC. However, this doesn't tell the whole story. As you may notice in our screengrabs, the actual results on PS4 lack the corresponding level of crystal clarity we'd expect of such a significant resolution boost. This should surely be a home run for Sony's console, but what is likely to be a software-based upscale to 1080p delivers less-than-stellar returns, and for better or worse leaves the Xbox One with an often crisper looking, albeit much more aliased image. (los resultados reales en PS4 carecen del nivel correspondiente de claridad cristalina es de esperar de tal impulso importante resolución, pero lo que es probable que sea un lujo basado en software para 1080p ofrece resultados menos - que-estelares , y para bien o para mal sale en comparacion la version de Xbox One con una imagen más nítida, aunque mucho más alias ) What is curious is the level of "pop" given to the Xbox One's textures, where - bizarrely - artwork often seems to be more detailed than on PlayStation 4. Regardless, the overall impression is that the gap is closed just a touch between the Microsoft and Sony platforms. The soft blur on PS4 comes across as a missed opportunity given the extra leg-work needed by the PS4's troves of GDDR5 RAM and GPU compute units to hit this 1600x900 mark. Nevertheless the image in motion is clearly the superior of the two - if not quite the knock-out smash we'd expected based on the raw metrics. As the template for what could be achieved with zero upscaling, the PC version highlights the benefits of running at a full 1920x1080 and the 4x MSAA provides the icing on the cake in terms of image quality. Where marking out enemies on the horizon is concerned, the heightened pixel count on an unfiltered, multi-sampled image makes for a tangible, desirable difference. This leads us to a second issue that affects both console releases: gamma levels. We went into the review event having never hooked up our equipment to either next-gen platform before, and our tests with BF4 gave some curious results we want to revisit with the final game on retail hardware. Similar to the Xbox 360, Microsoft's new platform seems to enforce a colour push towards the lower end, leaving us with more saturated colours and deeper blacks. It's just cause to head towards Battlefield 4's brightness settings, but in the interest of a fair test we kept this at the default 30 per cent for all platforms. Curiously, the top end is also affected, causing the image to appear distinctly washed out, as if set to limited range. This is particularly evident on PS4, which is kept free of a comparable black push to Microsoft's platform to compensate. Right now there's every possibility that it could be a capture situation, but it is worth noting that we saw no such issue on our PC captures and after returning to base, the same equipment produced a perfectly balanced picture on our PlayStation 3. XBO vs PC
XBO tiene cambios de gamma la nueva plataforma de Microsoft parece cumplir un empujón de color hacia el extremo inferior , dejándonos con más colores saturados y negros más profundos, pero mantiene esto en el valor por defecto de 30 por ciento para todas las plataformas. http://www.eurogamer.net/articles/digitalfoundry-battlefield-4-next-gen-vs-pc-face-off-preview Estos de Microsoft haciendo de las suyas con DIrectx, en parte me esperaba algo como esto impresionante trabajo que han hecho , pero ya podeis ver que tal rinde el juego.
Disculpas ,pero en el titulo dice comparacion grafica igual el frame rate es muy parecido en ambas, a veces ps4 le saca 4 fps a xbox one
A veces le sacará 4 FPS mas la versión de PS4, otras no son 4 diría yo...
Siendo justos, si ves el video, en ese momento en el gameplay de la Xbox al personaje le empiezan a disparar y le tiran una granada que explota a su lado, por ello puedes ver sangre en esa captura y no en el de la play station 4. Como dicen son 4 fps de diferencia, aqui es donde empieza la explosion, de nada sirve tomar capturas cuando uno esta de turismo y al otro lo estan poniendo a caldo: Además, no son benchmarks, son gameplays que es imposible hacer 2 iguales, es como si pongo esta captura y digo que Xbox le saca 12 fps a la ps4 cuando no será así.
Eso te iba a decir yo ahora mismo, que la versión de PS4 no se libra. En el final del vídeo se ve cuando tiene un tanque que la versión de PS4 baja hasta los 48 o 52 FPS mientras que la de XOne se mantiene a 60, pero también depende mucho de sí en ese momento hay explosión o no. Como ya indicas tú con la foto tomada del vídeo. Se ve que la foto donde la versión de XOne baja en FPS de que no es la misma que la de PS4 por lo que ya has dicho. Culpa mía por no haber visto el vídeo antes de comentar.
En ambas consolas irán igual de bien, fijarse en estos videos que comparan fps es muy engañoso, ni aunque sean benchmarks idénticos los que comparar, uno no sabe si en una consola se esta descargando algo, o si en la otra alguna aplicación empezo a ejecutarse, o si los tiempos de carga de lectura del juego estan sincronizados, si no tienen nada mas abierto en la consola,etc. Pasa como en PC, muchos aun con equipos identicos se quiebran la cabeza diciendo por que éste tiene mejores resultados que yo, cuando a lo mejor su antivirus le perjudica más a la hora de jugar, la pc esta mal optimizada, etc. Para quien pase de los ordenadores, Battlefield 4 en consolas pinta muy bien, he jugado a la beta desde mi PC y no tengo descalificativos hacia estas versiones para consola, lucen bien,y punto.Al final todo se centra en buscar enemigos y matarlos, y no estar fijandote si tus arboles lucen mas realistas, creo que a los que les pase ésto, seran carnada fácil por que andarán despistadillos jeje.
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