http://www.eurogamer.net/articles/digitalfoundry-2015-f1-2015-performance-analysis
Framerate test
Other things I noted:
- I don't think 900p is entirely correct. From my counting ~1344x1080 is more accurate. If someone else can pixel count that would be great.
- grass seems to be randomly generated
- PS4 seems to have more shadowing/AO?
- Background geometry of the buildings is off in Monaco on PS4, for some reason a couple of buildings have been lowered, which is further accentuated by the people on the roof floating in mid air.
F1 2015 is an enticing prospect for fans of Codemasters' racing series. Built using a reworked version of its existing Ego engine, this year's instalment is the first driving game from the studio that targets 60fps since the Colin McRae Rally titles on PS2 and the original Xbox. PS3 and Xbox One saw a prevalence of 30fps caps, but with the new wave of consoles there's a sense that things are starting to change - that there's more of a focus on 60fps gameplay in genres that particularly stand to benefit from smoother, more responsive action.
Native 1080p resolution is also present on the PS4, though the Xbox One game gets a 31 per cent cut in pixel density down to 900p. However, the difference has less of an impact than the numbers suggest: the overall presentation appears a little softer on the Microsoft platform, with a touch more sub-pixel break-up and a slight reduction in resolved texture detail, but otherwise, image quality is broadly comparable to the PS4 game. Codemasters' use of post-processing effects and anti-aliasing results in a softened look to the game across all formats, and this works in favour of the Xbox One release by avoiding the sharp lines that highlight upscaled jaggies.
Kicking off with a run through in the first part of Monaco, we find frame-rates hovering between 50-60fps on the PS4, with performance hitting lows of around 45fps during crashes or spin-outs when other cars are around. The combination of twisting turns and detailed scenery highlights the judder caused by this inconsistency, and as we dart through the narrow city streets the experience feels uneven as a result.
In comparison, the Xbox One version has a much tougher time in reaching the ideal 60fps goal despite the resolution drop, and frequently we find the game operating 10fps slower than the PS4 version in comparable scenes. Performance sticks closely in the 45-50fps area throughout a general run of play, with constant screen-tearing part of the package.
As a title targeting 60fps, F1 2015 is on shaky ground. Performance is by no means close to being stable, but the PS4 version comes closest to hitting the target, delivering gameplay that feels a step up in terms of precision and responsiveness, especially when compared directly to the last-gen 30fps titles. The situation is more compromised on Xbox One, with judder more frequently interrupting the experience than we'd like.
Framerate test
Other things I noted:
- I don't think 900p is entirely correct. From my counting ~1344x1080 is more accurate. If someone else can pixel count that would be great.
- grass seems to be randomly generated
- PS4 seems to have more shadowing/AO?
- Background geometry of the buildings is off in Monaco on PS4, for some reason a couple of buildings have been lowered, which is further accentuated by the people on the roof floating in mid air.