Beneath the larger thumbnail you can click on other comparison images with additional commentary. Check out our new head-to-head screenshot comparison tool: move your mouse around the thumbnail image to the left and get a real-time 1:1 pixel match of the screenshot (in lossless PNG format) zoomed in on the right. So let's take a look at the differences - subtle as they are. Elsewhere, a few differences in texture filtering are observed when objects are viewed from certain angles, but there's nothing which really gives one version a compelling advantage over the other.
RESIDENT EVIL 6 STEAM NOT FOUND PS3
By far the most obvious difference rests in the game's lighting model, which sees curious differences in the placement of light-sources along with other small variations - bloom in particular has a greater presence in the PS3 build for example. The lack of FXAA in this new game is puzzling bearing in mind how inexpensive the effect is in terms of GPU load, but in a title clearly struggling to maintain its target 30FPS frame-rate, Capcom may well have decided to stick with its cheaper, less impressive technique.Įlsewhere, it's fair to say that noticeable changes between the two versions of the game are very thin on the ground. This was later replaced with an FXAA implementation, which smoothed over geometry edges more successfully, improving overall image quality in the process. In earlier builds of Dragon's Dogma, the game featured a similar edge filter to the one found here in Resident Evil 6. The lack of any changes to the game's post process anti-aliasing solution is rather telling though. In any case, the difference between the two releases isn't huge, and the slightly softer appearance of the 360 build is only really an issue in occasional scenes and not something we'd expect most people to notice when normally playing the game. However the difference in gamma set-up between platforms also seems to play a part in this too, with the darker look of the 360 version sometimes creating an ever so slightly murkier looking game as a result. The PS3 game does tend to look ever so slightly sharper in some circumstances: some edges appear a touch cleaner, helping to partially reduce the amount of texture blur the filter applies to the scene. As a result overall image quality doesn't match up to other modern games using FXAA - NVIDIA's edge-smoothing algorithm - although Capcom's cheaper filter does work quite well in scenes without lots of intricate geometry detailing.
RESIDENT EVIL 6 STEAM NOT FOUND 720P
Both versions render natively in 720p and appear to use the same form of post-process edge filter seen in the demo, differing slightly between versions. Initial impressions reveal that little seems to have changed from the demo in terms of image quality: clean lines in less detailed areas are joined by lashings of unsightly sub-pixel shimmering when more complex scenery appears on screen - shiny specular aliasing is also an issue which can be quite distracting at times.
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"Lighting, physics and effects work sees a massive leap over its predecessor, but do the current-gen consoles have the horsepower to deliver solid, consistent in-game performance?" So just how well does the finished release improve upon those earlier builds? Let's kick off with a look at our head-to-head video, backed up - as ever - with a meaty 720p comparison gallery. In the weeks and months up to the game's debut, the demos Capcom released suffered from some serious issues - including some awful screen-tear on the Xbox 360 version.Īccording to the developer, both demos were based on outdated code, with Capcom publicly announcing that some of the complaints raised about these early samplers would be fixed for the retail release. Meanwhile the lavish use of dynamic lighting, along with various other graphical upgrades including screen-space ambient occlusion, take their toll on engine performance. For one, hardware-based anti-aliasing is dropped in favour of a post process alternative - one that is much cheaper to render than traditional multi-sampling but producing some unimpressive, unwanted shimmering artifacts as a consequence. However, the change in technology has a number of implications for the overall look and performance level of the new game. The firm's spruced-up MT Framework engine is well suited to delivering such spectacle on-screen, with the revised deferred lighting system - first showcased in Dragon's Dogma - giving the game a phenomenal atmosphere and upgraded physics powering a supremely effective destructible scenery implementation. Capcom's ambitions for Resident Evil 6 are lofty indeed: this new game is considerably bigger, faster-paced and more intense than previous instalments with the focus on survival horror toned down in favour of action-packed gunplay and blockbuster-style set-pieces.