- Jun 2, 2012
- 6,470
- 32
- 91
http://www.eurogamer.net/articles/digitalfoundry-2014-lego-the-hobbit-face-off
"The PS4 game offers up a 1920x1280 image vertically super-sampled down to 1080p, providing extra anti-aliasing in the process, while Xbox One operates natively in 1080p and PC can do that and more. All three utilise similar forms of post-process anti-aliasing, although coverage seems to be a tad spottier on the PC in certain areas."
Why on earth would the anti-aliasing be WORSE on the PC version? That makes absolutely NO sense other than a design choice to make the console versions superior.
"Once again it's up to the PC version to provide the main differences, although as with recent next-gen Lego titles, it's not always for the positive reasons you might anticipate. In fact, there are a number of effects that either appear to be pared back or removed on PC. The reasons for this aren't always clear, but one cause could be the developers supporting older GPUs that predate the latest DirectX 11 feature-set, with newer effects hacked in to work using an older API and running into problems as a result. (The minimum requirements show support for DX10, along with the Nvidia GeForce 7600 GS or ATI Radeon X1950 Pro graphics cards.) Either way, it means that PC owners see some small but curious graphical differences."
"So, it's perhaps unsurprising that once again we find camera and object blur are dialled back, while screen-space ambient occlusion seems to be entirely absent. Interestingly, checking the game's 'pcconfig.txt' file shows that SSAO is enabled by default, even though there is little evidence to suggest it in practice. Some ambient occlusion is baked onto the textures, though, which means that environments still benefit from a little indirect shadowing and the extra depth this provides.
Curiously, shadows are rendered in a lower resolution than on consoles too, and there are also a few instances where certain details appear scaled back on the PC - such as the reduction in the level of grass located in a few locations. However, if we look more closely it seems as though the grass has simply sunk into the ground, leading some of the small shoots to disappear, which seems like a rendering or geometry error more than a deliberate reduction."
"Slightly lower-quality level-of-detail models are also used for the characters. Up close the smooth contours of the Lego Minifigures appear a little blocky around their claw-like hands compared to PS4 and Xbox One, while the textures feature UV mapping errors where the 2D artwork isn't wrapped across the geometry correctly."
Why are they doing this???
Stop trolling the Console Forum.
Anandtech Adminstrator
KeithTalent
"The PS4 game offers up a 1920x1280 image vertically super-sampled down to 1080p, providing extra anti-aliasing in the process, while Xbox One operates natively in 1080p and PC can do that and more. All three utilise similar forms of post-process anti-aliasing, although coverage seems to be a tad spottier on the PC in certain areas."
Why on earth would the anti-aliasing be WORSE on the PC version? That makes absolutely NO sense other than a design choice to make the console versions superior.
"Once again it's up to the PC version to provide the main differences, although as with recent next-gen Lego titles, it's not always for the positive reasons you might anticipate. In fact, there are a number of effects that either appear to be pared back or removed on PC. The reasons for this aren't always clear, but one cause could be the developers supporting older GPUs that predate the latest DirectX 11 feature-set, with newer effects hacked in to work using an older API and running into problems as a result. (The minimum requirements show support for DX10, along with the Nvidia GeForce 7600 GS or ATI Radeon X1950 Pro graphics cards.) Either way, it means that PC owners see some small but curious graphical differences."
"So, it's perhaps unsurprising that once again we find camera and object blur are dialled back, while screen-space ambient occlusion seems to be entirely absent. Interestingly, checking the game's 'pcconfig.txt' file shows that SSAO is enabled by default, even though there is little evidence to suggest it in practice. Some ambient occlusion is baked onto the textures, though, which means that environments still benefit from a little indirect shadowing and the extra depth this provides.
Curiously, shadows are rendered in a lower resolution than on consoles too, and there are also a few instances where certain details appear scaled back on the PC - such as the reduction in the level of grass located in a few locations. However, if we look more closely it seems as though the grass has simply sunk into the ground, leading some of the small shoots to disappear, which seems like a rendering or geometry error more than a deliberate reduction."
"Slightly lower-quality level-of-detail models are also used for the characters. Up close the smooth contours of the Lego Minifigures appear a little blocky around their claw-like hands compared to PS4 and Xbox One, while the textures feature UV mapping errors where the 2D artwork isn't wrapped across the geometry correctly."
Why are they doing this???
Stop trolling the Console Forum.
Anandtech Adminstrator
KeithTalent
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