8/10/2023 0 Comments Black ops 3 xbox![]() ![]() In comparison to the PC version, texture detail appears to run using a combination of extra and high settings on consoles, while mesh detail is similar in places to both medium and high. ![]() Occasionally, the use of a dynamic 900p framebuffer appears to cause the engine to select lower quality textures and normal maps on Xbox One on close up surfaces and objects, but this happens infrequently, and has little impact throughout the game. Outside of resolution, Black Ops 3 targets the same level of graphical quality across both consoles, with art and effects work deployed to a mostly equal standard. A video breakdown of the differences between the PC and console versions of Black Ops 3. Not all cut-scenes are locked at 1080 vertical resolution either, and a few of these sequences get the dynamic 900p treatment too. By comparison, outside of cut-scenes, the Xbox One game usually hands in a native 1280x900 presentation, with horizontal resolution dropping down to 1200 pixels fairly often. When the engine is under load, native resolution drops down to 1360x1080, but much of the time we're graced with a native 1080p image. Ultimately, image quality on console has a very close relationship with rendering resolution, and it's here PS4 gains a considerable advantage: Treyarch uses a dynamic framebuffer in both platforms, but the implementation is less aggressive on PS4 with permanently higher pixel counts compared to the Xbox One game. Upscaling reduces GPU load significantly and keeps HUD elements looking as they should, while downsampling offers excellent anti-aliasing. It's a far better solution than a one-size-fits-all resolution selection. In practise, for those gaming at a native 1080p, this means that you can maintain HUD elements at native resolution while gameplay itself renders at anything from 960x536 to 3840x2160. While it may lack the dynamic resolution scaler, Blacks Ops 3's display settings menu does allow players to run native rendering resolution independently of the output resolution. This works well on consoles in providing a clean presentation across near-field and distant details, though some high frequency texture information is smoothed over in the process. If you'd prefer the console look, that's still an option though - the filmic variation is also available. In terms of anti-aliasing, more options are available to PC owners, with standard SMAA T2x offering up a visibly sharper image than the filmic SMAA implementation used on consoles, at the expense of letting through more jaggies, particularly on long edges. There's no dynamic framebuffer set-up here (not even as a selectable option) and running at a fixed native resolution allows us to achieve a consistent level of image quality throughout. Of course, one area where PC gains a guaranteed advantage over console is in terms of resolution. Returning to Black Ops 3 for this full Face-Off, a number of matters remained outstanding - could Treyarch match or indeed improve upon the accomplished performance in the multiplayer modes we tested in the beta phase? And on top of that, given the performance issues we encountered in the console campaign, could we power past those limitations with the PC version? Advanced Warfare was highly optimised for PC, and we were very curious to see if Black Ops 3 could follow suit. Our initial impressions of the campaign showed highly variable levels of performance, while the use of dynamic resolution scaling meant that image quality doesn't always impress - particularly on Xbox One, where sub-900p imagery is commonplace. Based on the lavish effects work present in the new game, Treyarch is clearly keen to push the graphical spectacle on consoles further than ever before and this has clear repercussions on the core experience. Single-player and co-operative campaign modes - online and split-screen - are joined by classic PvP multiplayer and the return of the popular Zombies mode. Black Ops 3 is perhaps the biggest Call of Duty game yet. ![]()
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