Eurogamer has a great article on graphics of consoles.. Would be great if someone can explain this shyt in English @Kamikaze Revy @Ciggavelli do the right thing for once
Digital Foundry vs console texture filtering
Overall, while we now have direct information on why texture filtering is an issue at all on the new wave of consoles, it's fair to say that there are still some outstanding mysteries - not least why Xbox One titles often appear to feature visibly better texture filtering than PS4 equivalents, despite its demonstrably less capable GPU component. One experienced multi-platform developer we spoke to puts forward an interesting theory that resolution is a major factor. This generation has shown PS4 and Xbox One striking 1080p across many titles, but it's often the case that Microsoft's platform resides at a lower number - typically 900p as the relative figure - with Evolve and Project Cars being two recent cases where texture filtering favours Xbox One.
"Generally PS4 titles go for 1080p and Xbox One for 900p," he says. "Anisotropic filtering is very expensive, so it's an easy thing for the PS4 devs to drop (due to the higher resolution) to gain back performance, as very few of them can hold 1080p with AF. Xbox One, as it is running at lower res, can use the extra GPU time to do expensive AF and improve the image."
It's a theory that holds strong in some games, but not in others - such as Tony Hawk's Pro Skater 5, Strider, PayDay 2: Crimewave Edition or even Dishonored: Definitive Edition. In these four cases, both PS4 and Xbox One are matched with a full native 1920x1080 resolution, and yet Xbox One remains ahead in filtering clarity in each game.
Either way, the precise reason why PS4 and Xbox One are still often divided like this is an issue that still eludes full explanation. However, certain points are clearer now; we know unified memory has immense advantages for consoles, but also that bandwidth plays a bigger part in texture filtering quality than anticipated. And while PS4 and Xbox One have a lot in common with PC architecture, their designs are still fundamentally different in ways that haven't yet been fully explained. Responses from developers here have been insightful, but the complete answer remains out of grasp - at least for now.
kes
Digital Foundry vs console texture filtering
Overall, while we now have direct information on why texture filtering is an issue at all on the new wave of consoles, it's fair to say that there are still some outstanding mysteries - not least why Xbox One titles often appear to feature visibly better texture filtering than PS4 equivalents, despite its demonstrably less capable GPU component. One experienced multi-platform developer we spoke to puts forward an interesting theory that resolution is a major factor. This generation has shown PS4 and Xbox One striking 1080p across many titles, but it's often the case that Microsoft's platform resides at a lower number - typically 900p as the relative figure - with Evolve and Project Cars being two recent cases where texture filtering favours Xbox One.
"Generally PS4 titles go for 1080p and Xbox One for 900p," he says. "Anisotropic filtering is very expensive, so it's an easy thing for the PS4 devs to drop (due to the higher resolution) to gain back performance, as very few of them can hold 1080p with AF. Xbox One, as it is running at lower res, can use the extra GPU time to do expensive AF and improve the image."
It's a theory that holds strong in some games, but not in others - such as Tony Hawk's Pro Skater 5, Strider, PayDay 2: Crimewave Edition or even Dishonored: Definitive Edition. In these four cases, both PS4 and Xbox One are matched with a full native 1920x1080 resolution, and yet Xbox One remains ahead in filtering clarity in each game.
Either way, the precise reason why PS4 and Xbox One are still often divided like this is an issue that still eludes full explanation. However, certain points are clearer now; we know unified memory has immense advantages for consoles, but also that bandwidth plays a bigger part in texture filtering quality than anticipated. And while PS4 and Xbox One have a lot in common with PC architecture, their designs are still fundamentally different in ways that haven't yet been fully explained. Responses from developers here have been insightful, but the complete answer remains out of grasp - at least for now.
kes