Booting up Watch Dogs on Xbox One directly after a PlayStation 4 play session is a surprisingly pleasant experience. 792p? Really? The introductory engine-driven cut-scenes - along with many other in-engine sequences - are a remarkably close match, not only with the PS4 version, but with the PC release running at full 1080p. Moving into gameplay, the difference becomes more evident, but one thing to make clear from the off is that the emphasis in Watch Dogs' presentation is on lighting and effects and how they interact with materials, and this kind of emphasis remains flattering despite the difference in resolution. Titanfall - another 792p title - didn't compare well to its higher-resolution equivalent, but Watch Dogs on Xbox One gets away with it.
If there's one word to sum up the advantage that PS4 Watch Dogs has over its Xbox One equivalent, it's refinement. Reduced aliasing here, less frequent screen-tear there - the impression you get is of a game that fundamentally offers the same package but feels a little more polished and solid on the Sony platform. Obviously, given the choice we'd take the extra refinement, but Xbox One owners can still buy Watch Dogs safe in the knowledge that Ubisoft Montreal's gameplay vision is delivered intact.
In truth, our overall conclusions on image quality haven't significantly changed since we posted our initial Watch Dogs performance analysis on Wednesday. The resolution difference between Xbox One, PS4 and our chosen PC setting (in this case, native 1080p) isn't really an issue during cut-scenes, but is more keenly felt during gameplay - especially on objects highlighted by the strobing white hacking overlay. Some HUD elements actually appear to be anti-aliased as part of the console post-process, so they can look a touch rougher on Xbox One, but this isn't really a massive issue.
Ambient occlusion is probably the next most noticeable difference, especially in the rather stark midday sunlit environments, where it comes into its own in adding depth to the scene. MHBAO is Ubisoft's in-house solution, described by Nvidia as a "half-resolution, console quality... technique" and seems to be in place on both PS4 and Xbox One, and it's also the standard solution for PC out of the box. However, the strength of the effect is significantly lowered on the Microsoft console, reducing the impact of the effect somewhat. PC owners get the real benefit with the inclusion of Nvidia's HBAO+, which luckily works on any graphics card. In its high setting, there's an almost night-and-day difference and we highly recommend enabling this. There is a GPU hit, but despite its Nvidia origins, it seems to be vendor-agnostic in terms of performance.
We've previously covered console performance and have little else to add - Watch Dogs is a pretty solid title on PS4, adopting a 30fps frame-rate cap and utilising adaptive v-sync when the engine fails to complete rendering the next frame in the allotted 33ms window. By and large, gameplay remains at the target frame-rate with few deviations beneath - the exception being packed scenes with lots of cars and explosions. Xbox One operates on much the same level - the difference being occasionally more noticeable screen-tear that occurs a little more frequently. Unlike the PS4 version, tearing can also infiltrate cut-scenes and general driving too, though it is rare.
Much more:
http://www.eurogamer.net/articles/digitalfoundry-2014-watch-dogs-face-off