Some videos from the article:
https://www.youtube.com/watch?v=PV71X0H0jn0
https://www.youtube.com/watch?v=3L-jVhZg0G8
The i3/750 Ti combo doesn't really keep up with the PS4 in this game.
Some quotes from the article:
P.S. Please, no more discussions on subjective matters in the article this time. It was beyond ridiculous in the last DF thread I made.
Much more here: http://www.eurogamer.net/articles/digitalfoundry-2015-star-wars-battlefront-face-off
https://www.youtube.com/watch?v=PV71X0H0jn0
https://www.youtube.com/watch?v=3L-jVhZg0G8
The i3/750 Ti combo doesn't really keep up with the PS4 in this game.
Some quotes from the article:
First and foremost, there's the native rendering resolution. PlayStation 4 runs the game at 1600x900 while the Xbox One uses 1280x720. This is consistent with the two previous Battlefield titles but this time around, the results are moderately improved. Anti-aliasing on both consoles is handled by 'FXAA high' as it is labeled on the PC.
Textures play a huge role in Battlefront and in general, consoles appear to match the PC version's high setting. The PC's ultra setting basically provides even higher resolution textures in select circumstances though the two are fairly comparable during normal gameplay. Without comparing directly, it's difficult to find fault with the setting used on consoles but if you have the hardware, the extra clarity in select instances is a nice bonus.
As for texture filtering, it's clear from comparisons that the console versions of the game use the high setting, corresponding to 8x anisotropic filtering. As a high-end 60fps title, we were surprised to find that DICE took this into account but it really makes a tremendous difference here. Of course, the PC version can go up to 16x anisotropic filtering without issue.
Shadow quality is always one of the more demanding settings in a game like this but the console versions manage to perform reasonably well here. However, neither system seems to line up with one of the PC preset options, leading us to suggest that it falls somewhere around medium, but it can also match low and high in different circumstances.
Then we have effects. The effects setting on PC determines both the volume and quality of elements such as smoke plumes and explosions, so the higher settings ultimately result in a much higher density of alpha effects. On consoles, we see this setting adjusted to fit each level. In some cases, we see results on par with the high setting on PC while, in other spots, we found it to be closer to the low setting instead. In all cases, however, we appreciate the existence of shadows for many particle effects. The smoke from an exploded grenade wafts smoothly over the terrain with soft shadows projected realistically against the ground. It adds a lot to the realism.
For post-processing effects, we once again see consoles operating with some variability. The highest quality ultra setting on the PC enables a beautiful bokeh depth of field effect used in both cut-scenes and menus. Consoles typically stick with the high setting, producing a soft Gaussian blur instead, but there are instances where the ultra setting pops up as well. This supports the theory that settings are adjusted on a per-map basis.
On consoles, based on our testing, we see a LOD distance that is not consistent with any of the PC presets. We noted instances where specific instances of distant geometry were consistent with the ultra setting on PC while other nearby formations would be consistent with high instead.
There is also an adaptive tessellation feature in play on all platforms that more gradually adjusts terrain quality as players approach. Rather than simply cycling between individual LODs, we actually see the terrain warp and skew as we move back and forth. It works well and isn't something we found distracting in the least, unlike the aforementioned LOD pop-in.
P.S. Please, no more discussions on subjective matters in the article this time. It was beyond ridiculous in the last DF thread I made.
Much more here: http://www.eurogamer.net/articles/digitalfoundry-2015-star-wars-battlefront-face-off