Right when you climb out of that hole at the start and look at the first wall to scale. I'm really curious about this so plan to do a range of tests DX11 v DX12 and with/without HT when I get a chance, as well as compare AA modes.ĮDIT: Ok quick test with the above configuration, AA modes. You really want 99% so you know you're not CPU limited and the GPU(s) are working their ass off, so this implies my 3970X isn't enough to drive both 1080Tis, and so a faster CPU will likely score even higher. One interesting thing to note here - GPU bound is 1%. This is a 6-core/12 thread HT 3970X 4.6 with 1080Ti SLI. 16x Ansio is forced in NV control panel, as always. It should be interesting how this shapes up for the PlayStation 4 Pro next month.Click to expand.Well, you can always get two and SLI, cheaper than an RTX if you have one alreadyįWIW this is 3440x1440 'Highest' profile (to keep it simple for comparison - you can still set Shadows, LOD and Contact Shadows to 'Ultra' from there) with SMAAT2X, the 2nd highest option. ![]() In the end, PS4 is technically better thanks to the higher resolution (in cutscenes), but there are some strange changes and a couple compromises. Strange little changes that don’t really add much. In the comparison below that where a hooded Lara is sticking her head out the window, the windowsill has stronger bump mapping not even seen on PC.įinally, smaller adjustments have been made to objects, such as Lara’s couch is now a blue as opposed to beige, and Jonah’s backpack has turned from brown to white. At the same time, in the same image, there seems to be additional depth of field present on PS4. The map on the left was originally tattered with rips and holes now, it’s a pristine piece with no faults. The PS4 version also seems to have some details removed in certain spots, such as in the picture where Lara is leaning up against a table with maps and newspapers pinned up behind her. To counter this, the level of detail has been improved on environmental models such as trees, but further distant locations have been darkened in a shroud, hiding and imperfections in the level of detail. Oddly enough, foliage seems to be toned down on PS4, but in specific spots as only small patches are less detailed. But then you look at the environments in which it’s far more apparent on Sony’s console. Same with a close up screenshot of Lara holding a glowstick as AO on Lara’s fingers are present on the Xbox One, whereas removed on PS4. For example, the one scene in which Lara is on the ground in the dark, ambient occlusion seems to be taken out. ![]() Overall, it’s had an advantage over Xbox One, but only in certain spots as various cutscenes see it removed, or at the very least adjusted. ![]() Apologies for the confusion.Īmbient Occlusion has also been adjusted on the PS4 version. With it comes a couple of new additions, but how does it hold up against the Xbox One and PC from a graphical perspective? As you’d expect, PC will always be the more visually impressive experience, but between the two consoles, there’s a surprising amount of compromises.Ĭorrection: Both console versions run at native 1080p during gameplay, but knocked down to 1440×1080 during cutscenes on Xbox One. After nearly a year since its debut, Rise of the Tomb Raider is finally hitting PlayStation 4.
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