CALL OF DUTY ADVANCED WARFARE TEST PS4

It"s ausblüten Call des Duty, yet how fine the looks. On every formats, advanced Warfare brings the generational leap we wished we had actually seen bei Ghosts - one that benefits notfall only PS4 and Xbox One versions but so the maxed-out computer release. Post-processing ingenuity, a rebuilt bright model, plus ns use of best-in-class motion-capture technology make this ns most photo-realistic entry yet. But while each ausführung has the advantages, specifically what renovations does computer itself lug to ns table and what hardware does the take zu run?

First off, let"s resolve some unfinished business on console; namely ns resolution issue. Weil das campaign only, a majority of the gun-toting activity runs weist 1360x1080 ~ above Xbox One, while PS4 charges in with a full 1920x1080. However, courtesy des a dynamic frame-buffer, there are details areas designed zu render punkt a full, true 1080p on Xbox One - given die head-room. Weil das example, die interior of a besieged Atlas regulate room runs at this reduced rate in the Fission stage, while the bus-hopping set-piece, close up door the nigeria level, runs at the full value.

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The shift itself ist never obvious. However after sampling as many static shots we might find, we"ve yet zu encounter any schnorse pixel-counts in between 1360 and 1920. Progressed Warfare may briefly flick previous intermediate numbers, but in practice the game ist mostly rendered weist one of these 2 resolutions; ns higher setting kicking in when it can be afforded. It"s unlike ns dynamic model as seen bei the likes of fury or Wipeout HD - where pixel counts scale throughout a range von middle values based on the on-screen action.

For Xbox One"s multiplayer, die scenario ist different. Ns 1360x1080 resolution ist a grounding fixture in this mode, with the 1920x1080 pixel boost simply never kicking bei as that does in campaign - even playing on klein maps. Having actually tested every 13 easily accessible stages, ns result ist always the same; Xbox One sports a blurrier presentation 보다 PS4"s, an especially across far-off textures and transparency effects. Added zu that, the cut-down post-processing effects for multiplayer, such as activity blur, makes the gap in console resolutions easier kommen sie catch in competitive modes.


The PS4 and Xbox One versions of Call des Duty: progressed Warfare put side-by-side. Listed below are equivalent comparisons with ns PC release punkt maximum settings.


Alternative comparisons:

Through our like-for-like captures of PC, PS4 and Xbox One, we"re able to seen how image quality holds up an campaign mode across all three. Die PC release ist replete v modes to tackle aliasing, consisting of FXAA, a SMAA setup that cranks up kommen sie T2X, and a "filmic" variant of SMAA that transforms its efficient threshold when in motion. As a costly alternative, we oase the option of super sampling auch - where viel higher resolutions space downscaled to ns display output, reserved zum cards with high storage bandwidths. Weil das our tests, us opt zum a mixture; 2x SSAA and deshalb SMAA T2X zum strong, all-round coverage des each frame, if both PS4 and Xbox One appear to utilise die lesser FXAA post processing.

With so many post-processing effects on the go, it"s a challenge kommen sie pick out plenty of visual contrasts. The Xbox One"s deficit bei pixel-count is, kommen sie start, much less apparent an campaign as a result von this deluge von effects - unlike the state von affairs an multiplayer. However, ~ above its default brightness setting (matched at 3.3 notches with ns PS4 und PC), we an alert a native black crush influence visibility in dark areas. It tun können be rectified, to in extent, by cranking ns in-game brightness up von four points in Advanced Warfare"s menu, but the image begins to wash out if we go any kind of further. Not ideal. An our initial campaign power analysis, us found in area whereby PS4 has pared rückseitig shadows - however, this appears to be a one-off, through every other comparison demonstrating parity in this area.

On PC, we"re handed a bevy von graphics options kommen sie tinker with. At the top, we obtain a field von view (FOV) selector, affording united state a range betwee 60 und 90 - whereby consoles are fixed punkt a strict 65 degrees. However, in the attention of framing cut-scenes correctly an campaign mode, the PC is fixed punkt this console value, v no main means kommen sie broaden it.


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Between PS4, Xbox One and PC, texture detail on die lavish Instinct stage ist a match weil das its extra setting. Ns only let-down top top consoles ist the use von what ist equivalent to die PC"s short anisotropic filtering setting. Shadow attract distance is curtailed top top consoles too, as seen around die rocky enclosure weist centre-back.
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And what of image quality? Compared to PC running v 2x SSAA in concert with SMAA T2X, the PS4 holds nach oben well enough with its FXAA. The Xbox One uses the same post-process method as PS4 - yet its 1360x1080 indigenous resolution pales next to the full 1080p des the other two.
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Shadow filtering ~ above consoles suffers compared to the maxed computer experience, and even culls whole blankets von shade on distant buildings - together as ns structure to ns right. PS4 and Xbox One have much in common with ns PC"s normalerweise quality zero map setting, matching that preset"s shadow attract distance.
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Subsurface scattering provides it into ns console releases, permitting overlapping shaders to operate in tandem kommen sie produce in opaque impact on skin. This permits light kommen sie interact much more realistically, producing a much more convincing, pink glow kommen sie faces in daylight.
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Reflections are a match on all 3 platforms, other than inside Atlas" labs in the campaign. It"s a rare spot where these light einzelheiten appear sharper on PC.
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To die naked eye, it"s difficult to pinpoint ns quality grade von depth des field or motion blur used on consoles. Following to the PC top top its best settings, these impacts appear nearly identical bei static shots, save for the extra use von DOF on the crane zu the rückseitig here. Alpha effects are also a an extremely tight enhance on PS4, Xbox One und PC.
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The maxed-out PC setup uses a horizon-based ambient occlusion approach zu shading known as HBAO+. In effect, this produces subtler increments of shade roughly bends bei character models, and near background objects. Von comparison, ns PS4 and Xbox One approach is a much more heavy-handed, falling closer to die PC"s high setting zum ambient occlusion.
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The lighting model is unchanged, and character geometry ist identical betwee all 3 releases. Und once again, to the top-right we lakers normal map quality zu sein like-for-like bolzen all three.

Surprisingly, the console version rank carefully next to die PC punkt max, but fehlschlagen out top top a couple of visual treats. Feather at ns graphics settings, texture und normal map choices are present, where die PS4 und Xbox One impressively match the highest extra setting PC has kommen sie offer. However, weil das the interiors of Atlas" labs, specular mapping runs weist one notch lower on console, creating less characterized spotlight reflections across its glossy floors.

Frustratingly, while console texture high quality runs at this premium grade, the anisotropic filtering backing it up is set to in equivalent von PC"s low setting. As a result, we get in obvious blurring zu angled surfaces nur a couple of metres away, whereby PC"s stay crisp much into ns distance. Likewise, this weaker filtering has in impact on zero aliasing a couple of paces front on console.

But between Xbox One und PS4, shadow quality is largely indistinguishable. Each use the same dithered patterning zum dynamic shadows top top characters und environments; in artifact watched outdoors on computer too. But to the PC"s advantage, punkt maximum settings we schutz HBAO+, delivering subtler pockets of shade around, for example, die bends bei Jack Mitchell"s fingers und the cracks in walls. The consoles deliver a cheaper screen-space variation of this same effect, tending zu exaggerate depth with thicker plumes von shade.

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Our brand new PS4 mit Xbox One frame-rate prüfung shows footage from a bit additional into ns campaign. Both platforms nur drops at synced points here, however as before die PS4 takes die bigger hits - when Xbox One drops to a lesser extent with a touch von screen-tear bei tow.


Additional analysis:

The computer release so excels in shadow attract distances; shadow maps on structures rendered indigenous a additional distance in the nigerianer stage, zum example. Otherwise ns console versions get ns full transaction - trost to and including subsurface scattering top top characters, und full-resolution alpha. Curiously, impacts used for waterfalls, fountains and flames space rendered punkt 30fps, even on ns highest PC setup - a tad distracting wie playing at the game"s plan 60Hz output.

To state the facts on performance, die PS4 project mode drops weist lowest to 46fps in our newest tests, but typically sticks bolzen the 50-60fps lines when threatened with hefty alpha. Native shielding a drone swarm kommen sie riding hover-bikes v a warzone, these top stress points just manifest more heavily ~ above PS4"s campaign. In matching set-pieces, Microsoft"s communication delivers the smoother frame-rate on average, however does dafür while presenting tears to the top third von the screen.

The story is different an multiplayer. Here, both PS4 und Xbox One store a keen grip on ns 60fps line. Pushing each ausführung with in 18-player Ground war battle on the demanding Instinct stage, we regulate minor drops wie man blasting die EM1 laser- rifle on Xbox one - und the only hiccups top top PS4 kommen sie about during kill-cam replays. Die take away: performance is better tuned zum the multiplayer experience, and frame-rate metrics organize very strong on both Sony und Microsoft hardware.


Our multiplayer frame-rate prüfung on PS4 mirrors a sturdy 60fps performer, quite unlike ns campaign. Click below zum the identical Xbox One analysis.


Additional analysis:

But what des PC performance? right away, we"re pleasure to seen Sledgehammer games factoring an a range von setups. For example, at die top-end, a core i7 3770K system with 16GB von RAM matched through a £350 GTX 780 Ti zu sein capable des 60fps in both campaign and multiplayer at maximal settings. This zu sein with 2x SSAA and SMAA T2X enabled, though adding 4x SSAA knocks die read-out under to die 35-45fps range for campaign cut-scenes. Bei this case, really gameplay (such as the danach encounter with a drone swarm) tends zu run at bolzen 45-60fps.

However, top-end GPUs execute seem zu be spending most von their resources erhob at too much resolutions together opposed to generating extr effects. Hinweisen a right 1080p, you kann get some great results even with low-end hardware. Zum example, the much cheaper GTX 750 Ti - at present costing approximately £100 or lower - capably runs the opening Seoul stage weist 50-60fps with max settings engaged, even wie man paired v a fairly modest core i3 processor. The said, ns taxing 2x SSAA ist exchanged with SMAA T2X kommen sie tackle die rough edges, but otherwise, die settings space a match. That"s phenomenal performance zum entry-level enthusiast GPU technology, if we discover that ns £150 GTX 760 und the £130 Radeon R9 280 kann sein comfortably save you hinweisen a maxed 1080p throughout gameplay with just the strange wobble in cut-scenes. However, using in AMD card appears to incur in additional CPU load sie simply don"t get wie gaming with in Nvidia equivalent.

You kann sein see that below as we run a main point i3 4130 at stock speeds compared with a core i7 3770K overclocked kommen sie 4.3GHz. There"s little difference in the performance outcomes posted über Nvidia"s GTX 760, while the Radeon R9 280 - a an ext capable card as whole - has a for sure lead when powered über the i7, but collapses significantly in draw-intensive areas when paired with ns i3. We"re ausblüten looking right into PC performance, but it hasn"t been straightforward - as much as we love the optimisation that"s gone into this version of Advanced Warfare, loading times are horrific (even using in SSD) when adjusting settings causes yet much more reloading. It"s incredibly difficult kommen sie fine-tune your presets wie you"re security most of the time looking at loading screens.


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A main point i3 4130 ist a budget £80 CPU the runs a GTX 760 nicely - just a little slower than an overclocked main point i7. However, examine out the AMD results - in R9 280 running with ns i7 rules ns roost, but there are dramatic dips in performance when ns same GPU ist paired with die i3. We"d recommend a quad-core Intel CPU through enthusiast-level AMD graphic cards.

However, we kann sein report that we lakers the very same issue kommen sie different levels on various other AMD GPUs too, though the lower down ns stack you go, the less noticeable ns impact (as you"re hitting GPU, rather than CPU limitations) - as we saw wie man testing with in R7 265, essentially in overclocked version des the standard Radeon HD 7850. Usually speaking though, if you"re running anything at the R9 270 level or better, we"d recommend in Intel quad-core processor or die equivalent zum best power with an AMD card, while a core i3 is potent enough kommen sie deal v Nvidia equivalents an this power range.

Call von Duty: progressed Warfare - die Digital Foundry verdict

Given an ext time to closely scrutinise progressed Warfare across a breadth of stages, die tussle bolzen PS4 and Xbox One is in easy one to summarise. Owners von Sony"s recent kit enjoy a pure, true, unadulterated 1080p image throughout the game, planting its flag the next to the PC"s pristine standard des presentation. The one downside zum this version ist its propensity for frame-rate drops bei campaign mode - wavering bolzen 50-60fps under load, and stuttering really occasionally lower. Die Xbox One, meanwhile, handles this solo setting with much fewer dips, albeit with the introduction of tearing weist stress points.

This go not oase a bearing ~ above its multiplayer mode, wherein both PS4 und Xbox One are optimised kommen sie hold 60fps hinweisen a consistency we"d expect of the series. Odd, single bilderrahmen are skipped every now and then while jet-boosting about taxing stages prefer Instinct - but these are mainly imperceptible blips on in otherwise directly 60fps line. If freundin only schutz eyes zum multiplayer, one of two people platform comfortably satisfies bei the frame-rate stakes.

As a detracting point weil das Microsoft"s platform, the resolution zu sein often at the 1360x1080 point an campaign, only really rising zu a full 1920x1080 outside of battle. This dynamic framebuffer doesn"t analyze as we"d expect to multiplayer either, where it"s resolved to die lower number bei perpetuity - resulting bei a cut-off in image clarity the further into die distance sie look. Weil das us, this would be one von the bigger points von consideration, however it"s not so much of bei issue in the single-player campaign, owing to its much more heavily post-processed image.

However, ns PS4 and Xbox One every share die highest quality textures, effects und geometry von the maxed-out pc version. Castle only fall noticeably short an three areas; the low-grade anisotropic filtering top top textures, less accurate specular mapping weil das reflections, und opting zum SSAO, quite than die PC"s subtler HBAO+ shading approximately objects. Otherwise, sie get the full deal, finish with subsurface scattering.

Overall, the PS4"s superior bild quality contrasted with Xbox One makes it ns choice pick on ns multiplayer front, through both holding hoch here at 60fps. As zum the campaign mode"s playability, it"s in apples und oranges contest bolzen the Xbox One"s performance lead and the PS4"s resolution advantages, with wenig else in-between. But zum those equipped to do so, the PC version is a tantalising different that deserves respect zum putting the series zurück on track.


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