Animation director Colin Graham expanded on the differences between the two. Watch Dogs: PS4 vs Xbox One Graphics Comparison . XO watch dogs version for me. Watch Dogs senior producer talks. Watch Dogs will be released in the UK on November 22 for Wii U. Digital Foundry Gives Its Take on Watch Dogs for Wii UJust recently we uploaded a video comparing footage of Watch Dogs on Wii U with Xbox 3. PS4, to provide an indication of how the Nintendo system's version stacks up. The results highlight a closer parity with the 3. Wii U. Digital Foundry has also pitched in on the Wii U version, highlighting a disappointing level of performance. What other advantages will Watch Dogs Wii U version have? Of course this one game will have huge differences on the pc versions to the current gen ones. Early on it's stated that this . However, there's no skirting around the fact that the Wii U version's frame- rate is worse than a last- gen version that was already pushing the threshold for acceptability. Put into perspective, the PS4 operates at 3. PS3 runs between 2. However, Nintendo's platform struggles to even achieve this level, with matching car chases towards the city holding at between 2. Wii U- dipping to the high teens when smashing through physics- based objects. Remarkably, a 2. 0fps refresh is often the standard for inner- city driving, making it exceptionally sluggish to control. Ultimately, Digital Foundry declares that, if Watch Dogs is to be the last of these major multi- platform ports for Wii U — at least for a while — then . There have been standouts that have utilised the Wii U well, including Need for Speed: Most Wanted U, but this isn't one of them. We certainly concur that performance is a regular issue in Watch Dogs on Wii U, but our full review will be with you on 2. Digital Foundry vs Watch Dogs on Wii U . While Xbox 3. 60 and Play. Station 3 have continued to receive conversions (of varying quality) of the majority of the recent AAA hits, Nintendo's Wii U has clearly missed out this season, with Assassin's Creed, FIFA, Call of Duty, Destiny and many others conspicuous by their absence. Delayed for six months, Watch Dogs could well be the last major multi- platform release the console sees - Ubisoft itself declaring that it's the last mature title it's willing to bring to Wii U. Going into the game, initial buzz on the internet seemed positive, with talk of the game sitting between the last- gen and PS4/Xbox One versions - right where you'd hope it would be, given the capabilities of the more modern Nintendo hardware. To cut to the chase, as a potential full- stop on AAA multi- platform development for the system, it's fair to say that Watch Dogs for Wii U isn't the next- gen/current- gen technological blend many were hoping for. It sits alongside many of the more disappointing Wii U ports, sharing feature parity with Xbox 3. PS3 in terms of audiovisuals, gaining some Game. Pad features but losing out in terms of raw performance. Developed by Ubisoft's dedicated team in Bucharest using the Disrupt engine, Watch Dogs Wii U has issues that are hard to overlook, even next to the creaking PS3 version which compared unfavourably with the PS4 release. Just like the PS3 version we previously tested, the base native resolution of Watch Dogs on Wii U is a restrictive 1. In terms of image clarity, the upscale process is unforgiving compared to the PS4's 1. The worst of it ultimately boils down to muddied detailing on Watch Dogs' Chicago horizon - though indoors this is a far less noticeable point - and the temporal 'shimmer' artefacts on high contrasts. Without a doubt, the Wii U is in last- gen territory for image quality here. As for the Wii U's basic visual setup and assets, Watch Dogs identifiably uses the existing last- gen versions as its starting point. As you can see from our comparison video below, differences are few when compared with Sony's older platform - while PS4 remains a clear generational leap ahead. Broadly speaking, those looking for a graphical midway point between these two Sony versions will be disappointed; Nintendo's hardware sticks close to PS3 quality in almost every case.: : Pok. With a massive gap in native resolution, and its inferior lighting model, it's a night and day difference in most shots that favours Sony's newer platform. Ubisoft revealed the difference between the graphical fidelity gamers will get on consoles vs. It seems that both Xbox One and. Watch Dogs; Digital Foundry Gives Its Take on Watch. Watch Dogs est disponible depuis peu sur Wii U et sa sortie sur la console de Nintendo. Notre test de Watch Dogs sur Wii U arrive cette semaine et il. Please be sure to select the 1. Alternative comparisons: Having seen best case scenario Wii U ports such as Bayonetta and Need for Speed: Most Wanted, this is a little disappointing - especially given that Criterion's work included enhanced textures and reworked, improved lighting. In Watch Dogs' case, we're handed simplified, flat texture maps, with a basic lighting model that strips light sources from the world. In line with the PS3 version, interior areas suffer from looking too dim, while sunlit rooms lack the PS4's natural, shaded appearance. World detail is significantly dialled down from PS4 too, with grass removed from gardens, bollards cut from cities, and NPC counts reduced across the board. Driving at top speeds, most details also draw in at a very obvious distance; oncoming traffic fizzles into sight as you blaze through busy streets. With the game's sub- 7. The Wii U does bring with it a few minor differences from the PS3 version, though. Certain details see an upgrade, though these are typically minor. Definition to the door on Nicole's house, for example, is ramped up and embellished with reflective door knobs. The party balloons to its sides also utilise reflective mapping cut from the PS3 edition, pulling it closer to the PS4's look. From hours of testing this is the only spot where any difference is evident, but the improvement is clear. Added to that, the Wii U utilises a slightly different method of shadow rendering to PS3, while paling in comparison with PS4's smoother implementation. The dynamic shadows thrown from Aiden in front of his projector shows the PS3 producing higher resolution outlines to his silhouette. The end result is very close between the two, while pre- baked shadows - as used around the opening football stadium segment - are indistinguishable in quality. Ambient occlusion also takes a different form on Wii U, often for the worse. A screen- space solution is used here, adding heavy pockets of shade to the corners of the game world. For Nintendo's platform, the stronger use of the effect means Aiden produces an excessively bold outline when crouched next to cover - and while PS3 hardly goes for a subtle presentation, it's still more refined overall. The game's geometry differences stands out most between Wii U and PS4 though. Once again it's tied with PS3 for quality, with groves of trees using a higher polygonal count on Sony's newer hardware, leaving Nintendo's hardware with flatter trunks and less flourishing leafage. The Havok physic engine is in full effect for fences and lampposts in the world meanwhile. But in this case we get cut- down impact animations, with objects switching quickly to a crumpled state rather than showing a more complex simulation. Frame- rate performance isn't a strong point for Watch Dogs on Wii U. It's almost permanently running within the 2. PS3's read- out. However, it does have v- sync engaged at all times. Fortunately, the game world is much easier to navigate, thanks to the Wii U Game. Pad's adjustable map. As a staple feature it gets no points for creativity, but the ability to select a GPS location with a tap of a finger makes navigating Chicago that much easier. An off- TV mode is also available as an on- screen toggle - where the screen's smaller real estate makes the game's visual setbacks easier to overlook. These are the only two Wii U features on show, and there's nothing else to match the ambition of Need for Speed: Most Wanted's god mode, for example. Nor is there any smart use of the Game. Pad to open up new gameplay ideas, as we see in Rayman Legends' stylus- controlled sections - not even to interact with Watch Dogs' hacking mini games. As it stands, we're left with a bare- bones effort. In terms of performance, the Wii U has had two years to show us its strengths and weaknesses. Recent efforts such as Bayonetta paint its fortunes in an optimistic light, producing a frame- rate that often bests the Xbox 3. On top of that, every major port to the console so far has removed screen- tear where it was previously evident on PS3 or 3. Darksiders 2. Unfortunately, big open- world games such as Assassin's Creed 4: Black Flag have a tendency to see performance diminish significantly. Watch Dogs falls well and truly into this second group. V- sync is permanently engaged to remove all the tearing we see on the PS3 edition, making it much easier on the eye overall. However, there's no skirting around the fact that the Wii U version's frame- rate is worse than a last- gen version that was already pushing the threshold for acceptability. Bayonetta is a great example of a Wii U port done right, with its higher frame- rate allowing it to supersede the Xbox 3. But it's clear that the Wii U's strengths are not as a 'me too' platform, especially in light of the arrival of Xbox One and Play. Station 4. Put into perspective, the PS4 operates at 3. PS3 runs between 2. However, Nintendo's platform struggles to even achieve this level, with matching car chases towards the city holding at between 2. Wii U- dipping to the high teens when smashing through physics- based objects. Remarkably, a 2. 0fps refresh is often the standard for inner- city driving, making it exceptionally sluggish to control. The Wii U also takes the record for the lowest frame- rate dip during our stress test finale, with a sustained sub- 2. PS3's nadir is 2. This one test isn't indicative the general run of play, but it serves to highlight just how much the Wii U's processor is bottlenecked when faced with too many AI and physics- based simulations. Curiously, Nintendo's platform runs with no frame- rate lock, meaning it can rise above 3. The near- constant playback at 2.
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