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Digital Foundry: Resident Evil 7 PS4/Pro/XB1/PC Comparison

Inuhanyou

Believes Dragon Quest is a franchise managed by Sony
I'd say that was also because those games were running at below-native HD resolutions. Thus, I don't think you can compare it so easily.

720p in of itself doesnt generally mean much IMO.

If we're talking about direct comparisons between PS3 and 360, i'd say the pixel differences were very much a factor, but of course AA solutions matter two.

Take BLOPS1 for example. Neither 360 or PS3 were HD, but because 360 reached the same res as previous 360 CODs did while PS3 had to be reduced to Vita's native res(like 954x500 something), it really mattered.
 
NXGamer said the resolution was somewhere between 1620-1680p. Who's right?



That has more to do with the heavy post processing effect than anything else for Resident Evil 7.

There is plenty of aliasing too. The post processing and TAA hides it but in some cases it's visible. It just doesn't look high res.
 

Gurish

Member
Too bad developers are obsessed with numbers, if I was an XB1 owner I would much rather have a little softer image but with a good AA and less shimmering, jaggies and shimmering is so much worse than a lower res like seriously, and obviously to have the added bonus of a stable 60, it was a bad decision by Capcom but I guess PR is more important these days than providing the most quality port.
 

adamsapple

Or is it just one of Phil's balls in my throat?
Here's a few pics I took from my own Pro. Game running at 4K on Pro, images down-scaled to 1080p via the PS4 capture app.

I agree that the early day-time parts look a bit blurry due to the game's visual makeup and the CA being very apparent, but the more you progress into the game, as the lighting takes over, it overcomes those shortcomings.



residentevil7biohazarlrsx1.png

residentevil7biohazart5s4j.png

residentevil7biohazarjes7h.png

residentevil7biohazarmqs0x.png
 

ISee

Member
Hm, that's interesting. So the AA solution factors into it heavily too.

Yes of course. In general TAA is great in eliminating shimmering and edges at relatively low costs. But the downside is a slight blur, which is still worth it especially in this game. I tried running the game at 4k+smaa on my 1440p display (+50% oversample) and there was still ugly/distracting shimmering. I have the feeling that the new RE engine was build in mind of TAA.
But of course other people don't like TAA and that's fine.
 
60 FPS ON consoles is amazing. Awesome stuff. I was picking it up on PS4 but dread at the thought of 30 FPS in a first person game again.
 
Looks a solid effort on base consoles, though could use dynamic res on xbone to keep a solid 60.

For pro seems a bit underwhelming with a small res bump and not bringing the modest enhancements from pc.
 
Runs like a champ on the PC. Even a 480 4GB which is a $150 GPU is pushing north of 100 fps on 1080p

I'm really happy how well AMD is performing now and going forwards in large part because of AMD optimization from consoles.

My 1070 has been phenomenal for this title especially after the driver update. Was really able to take advantage of my 144hz 1440p monitor. I was doing HDR on the TV for a while, but a friend wanted to watch and I couldn't stream it while in HDR for whatever reason.
 
So I did notice on my personal playthrough of the game that that wood floor texture early on in DF's footage is really bad up close. I assume that is a result of typical texture filtering limitations on console, but was wondering if that was actually maybe just an actual asset shortcoming? I mean, from standing height, it tends to look acceptable, but as Ethan is thrown to the floor and it's right in his face, it is glaringly bad. Didn't feel like it got too much mention despite being demonstrated right then and there, though I do know he mentions that there are some texture streaming issues throughout the game where low-quality textures seem to replace already-loaded higher quality textures. I've seen that happen in some places, too, but in the case of the wood floor texture, it seems remedied only by the camera distance moving away -- seems not to change at all, really.

To note, I played the game on PS4 Pro.
 

Head.spawn

Junior Member
Not a bad showing outside of some funky textures here and there. Xbox version could've used some dynamic scaling solution but it's not end of the world bad.

Going to dig in tomorrow.
 
The game runs phenomenally... Now only if Ethan could run faster ;)

I need those shoes. Will have to do an easy run in under 4 hours before I do the madhouse run.
 

adamsapple

Or is it just one of Phil's balls in my throat?
The game runs phenomenally... Now only if Ethan could run faster ;)

I need those shoes. Will have to do an easy run in under 4 hours before I do the madhouse run.

About that .. there's some very conflicting reports. Some people say its just the sub 4 hr run, some say that you have to break all those "Mr. Everywhere" statuettes. Will be replaying this over the weekend and many many times until all the DLC is out :p
 
About that .. there's some very conflicting reports. Some people say its just the sub 4 hr run, some say that you have to break all those "Mr. Everywhere" statuettes. Will be replaying this over the weekend and many many times until all the DLC is out :p

Hmmm. Do you know if everywhere statues you destroyed in your first playthrough carry over? When I beat it I think I had destroyed 17. Wasn't really looking though.

Do the console versions have a chromatic aberration toggle?

From what I've heard, sadly no. First thing I did on PC was turn that crap off.
 
Xb1 is 1080p? I'm not the best at being able to tell the native resolution of an image but playing it yesterday some parts (notably the outdoors part in the light) were blurry to the point where I figured it had to be 720p or something.
 
NX gamer on notice. He said 1600p, which is a HUGE difference from what we're seeing here. Its a dark game, but that's clearly off the mark
He isn't the only one who reported that. Either VG Tech or Candyland gave a 1656p pixel count. Digital Foundry are the outliers here.

In one of the impressions threads, GAF members were saying they thought they saw resolution dips on occasion. That points toward dynamic resolution.
 

vg260

Member
Xb1 is 1080p? I'm not the best at being able to tell the native resolution of an image but playing it yesterday some parts (notably the outdoors part in the light) were blurry to the point where I figured it had to be 720p or something.

Probably just the post-processing effects?
 

adamsapple

Or is it just one of Phil's balls in my throat?
So does it downscale on 1080p on PS4 Pro?

Yes.

Hmmm. Do you know if everywhere statues you destroyed in your first playthrough carry over? When I beat it I think I had destroyed 17. Wasn't really looking though.

Sorry, don't know first hand. Did start a NG+ after beating the game and noticed the stats menu carried over the number of statues I had destroyed earlier. I'll probably use Eurogamer's guide to find all locations for destroying them.
 

allan-bh

Member
All Xbox One games should have dynamic resolution to guarantee better performance now and later run at full 1080p on Scorpio.
 

Inuhanyou

Believes Dragon Quest is a franchise managed by Sony
He isn't the only one who reported that. Either VG Tech or Candyland gave a 1656p pixel count. Digital Foundry are the outliers here.

In one of the impressions threads, GAF members were saying they thought they saw resolution dips on occasion. That points toward dynamic resolution.

those are just second hand accounts though
 
I had no idea this was going to be running 1080/60. I kind of regret nuking my cheap preorder now. Oh well I'll pick it up down the line.
 
I have been dying to get my hands on the game but haven't managed to since there's money practically flying out of my pockets for the next few months but if someone who owns the game could answer this, I'd appreciate it.

Is the PS4 Pro version offering much of an improvement in VR mode? I've already decided that my initial playthrough has to be in VR, but I've heard nothing but negative things regarding the IQ on a base PS4 when playing in VR and it's to the point where I might take the hour drive to snatch my Pro from my younger brother so I can play this properly. DF didn't really cover VR here so I'm curious what I'll be looking at on a base PS4 vs a Pro.
 

Zedox

Member
All Xbox One games should have dynamic resolution to guarantee better performance now and later run at full 1080p on Scorpio.

The Windows 10 version helps with the development of the Scorpio version. I wish they had a Win32 vs. UWP comparison.
 

adamsapple

Or is it just one of Phil's balls in my throat?
When it switches to the first person perspective? Talking about the footage of the woods through your windshield.

Yeah, something about that felt off as soon as it came up. When it asks you to use the R stick to look around, it was immediately apparent something is not right there. It looks like you were watching smeared yellow/green poop on the windshield. Thankfully it only lasts for a few seconds before kicking you into the game environment proper.
 

NXGamer

Member
You guys can express your skepticism if you want, but according to NXGamer's analysis, for the demo, at least, the XB1 version is not even running at native 1080p. It's running some sort of reconstruction method, evident when looking closely at edges. Probably the same set up in the final game.

Also, I'll watch it later, but did the video mention the occasional SSR on consoles? Places it was most evident to me were the first few minutes, outside the mansion on water puddles, the RV after you unlock the door, and towards the end when
heading out of the shipwreck.

It certainly was running the interlace mode as I later found out it was called in the demo. I have my copy installed and will be covering from tonight once I am back home. If they have boosted back to a full 1080p I would expect the dips to be worse than the demo by a good chalk. Hope to have something up soon when I get a full analysis.

NXGamer said the resolution was somewhere between 1620-1680p. Who's right?



That has more to do with the heavy post processing effect than anything else for Resident Evil 7.
This game is very PP heavy and as I stated in that video it was an early count and I will nail down for my full analysis.

Could it be a case of the game dynamically increasing Pro resolution based on on-screen load ? Has happened in other games too ..
It could well be that and/or flipping the interlace mode at certain points on combined with the Taa using an accumulation method to improve, I will be checking in full this weekend.

Let's me see... who got Tomb Raider and Quantum Break resolution incorrect?

Well I will trust DF first until it proved the opposite :D
This again, to be clear on the facts here TR was based on video footage of the cutscenes which Did run sub 1920x1080, 1440x1080 of memory serves which is not far from a flat 900p.

Qb I clearly stated was a preview and I did not have the game along with it using a reconstruction method in its pipeline. Due to how things blow up I refrained from getting into this until I had the title in my hands to test.

Anyone doing analysis without Dev info or access to source code will have margin of error or mistakes I am.not alone here by a long chalk. But I would prefer to stray from "them and us" posts please, sorry you feel that way.

NX gamer on notice. He said 1600p, which is a HUGE difference from what we're seeing here. Its a dark game, but that's clearly off the mark

Like I say in the video it was a first contact after my full (mostly unrecorded playthrough) for my review as I am also and foremost a gamer and I wanted to enjoy the game. I will have my full analysis up this weekend as I stated and I will nail it down then, I like to give as much info as possible but I can easily refrain from any res counts until a full analysis if that is what people prefer?

He isn't the only one who reported that. Either VG Tech or Candyland gave a 1656p pixel count. Digital Foundry are the outliers here.

In one of the impressions threads, GAF members were saying they thought they saw resolution dips on occasion. That points toward dynamic resolution.

I did not know that, but yes this could very well be the case it does not seem a consistent image on both Sony formats at all times, this is why I gave a rough guide but will have more to share this weekend. Also I will give you clean raw shots of my grabs from.various areas and you are welcome to check through with your findings, sorry for my delay in getting some shots up for you as promised.
 
J

JeremyEtcetera

Unconfirmed Member
From what I've heard, sadly no. First thing I did on PC was turn that crap off.

Can you post some screenshots of how it looks with it off? I feel like that effect sometimes helps with mood when it comes to horror games, like in the PT demo.
 

Momentary

Banned
I'm happy that I'm able to eliminate the blurriness of theach game. I'm also thankful they gave an option to turn off CA. Companies tend to use CA as a cheap form.of Anti-aliasing, but it gives me such a damn headache.

Here's a few screenshot I took while measuring performance impacts.


Both images are being scaled above 4K. Reflections are set to variable and CA is off.
 

jobrro

Member
Good they got to 1080p on Xbox. Like Durante said the Pro upgrade seems very small for the power increase.
 
After playing other fantastic horror games this gen that suffered from pretty inconsistant/poor framerates (Bloodborne, Evil Within), the 60FPS is GODLY. Still looks great too, much like DOOM did.
 
Anyone else getting this weird rainbow effect in certain rooms?
I am on a PRO with HDR on and in certain rooms, specifically the kitchen area (near the garage), whenever I turn there are all these crazy colors on the edge of things.
 

EGM1966

Member
All Xbox One games should have dynamic resolution to guarantee better performance now and later run at full 1080p on Scorpio.

I don't see how MS could mandate that and devs ultimately make the choice. I mean it's logical but it takes engine work on rendering to achieve I'd image: I doubt it's a simple toggle to make it effective.

Some devs just won't want the overhead or to implement it in their engine I'd image.
 
If there is no option to disable TAA and / or CA on consoles, it's going to look blurrier than PC no matter the resolution...
 
Can you post some screenshots of how it looks with it off? I feel like that effect sometimes helps with mood when it comes to horror games, like in the PT demo.

Hopefully someone else can acquiesce. I'm about to sleep. If someone else hasn't I'll do it later today though.
 
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