![]() Clearly the results here won't represent exact like-for-like testing, but they do give us a better indication of how each version actually plays. Cut-Scene AnalysisĪcross the whole selection of clips, the effect of the Xbox One frame-rate cap is dramatic - with a 78 per cent frame throughput increase on the Sony hardware, where the engine is allowed to display a newly generated frame as soon as it is ready rather than waiting for the next 33.33ms refresh as is the case on Xbox One.įrom synchronous rendering in engine-driven cut-scenes, we move on to actual gameplay, where we capture action from the same areas of each version. The idea here is that relative performance is measured by allowing the engine on each version to process the same content. "There's a clear PS4 performance lead, but the comparison is skewed somewhat by the fact that Xbox One frame-rates appear capped at 30fps, while the Sony platform runs unlocked." Tomb Raider: Definitive Edition compared on PS4 and Xbox One across a number of the game's engine-driven cut-scenes. However, even with the 30fps cap in place (in theory limiting output), sometimes Xbox One moves closer to its sibling's performance level, when the PS4 engine is really under load. ![]() With 45fps reports filtering across the internet the suggestion is that the Xbox One version is unlocked too, though in our testing the game certainly acts as though it's capped at 30fps (a good test for this is looking directly at the sky with as little geometry on-screen as possible - here we still see a 30fps limit in effect) meaning that direct frame-rate comparisons from a pure 'benchmarking' perspective aren't really viable - especially when two entirely different developers worked on each version (PC veteran Nixxes for PS4, United Front Games for Xbox One).įor what it's worth though, comparing PS4 and Xbox One when the Microsoft platform dips under 30fps is perhaps the best indication we have of relative performance, and can see some significant differences - up to 20fps in some scenes. We've added some additional metrics beneath the video, because as the game is apparently running unlocked, figures such as average frame-rate are actually meaningful - on the PS4 side at least. ![]() Note in particular how scenes that switch between the TressFX-enabled Lara and the rest of the cast can see sudden switches in performance. Activity is far more interesting on the PS4 side though, with frame-rate varying from anything between 32fps to 60fps across our sample, with elements such as TressFX, depth of field and transparent alpha effects hitting frame-rate in a cumulative manner. On Xbox One, we see a lock at 30fps, with occasional dropped frames shifting results lower. For its part, performance on Xbox One is palpably lower - massively so judged by the numbers alone, but the experience itself is more consistent overall.įirst up, let's compare the two versions of the game running exact like-for-like footage via engine-driven cut-scenes. Deeper analysis reveals that PS4 frame-rates can vary significantly depending on the effects work at play, resulting in variable controller latency and some on-screen judder. Reports suggesting that the PS4 version of the game operates at a slick 60fps while the Xbox One game languishes at the console-standard 30fps are verified - up to a point. Factoring in the controversy surrounding the frame-rate differential between the two versions, we prioritised performance analysis in order to get our impressions to you as quickly as possible - and the results are going to make for uncomfortable reading at Microsoft. ![]() The unscheduled, early release this weekend of Tomb Raider: Definitive Edition on Xbox One and PlayStation 4 allowed us to get something of a head start on our upcoming Face-Off coverage.
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