Black Ops 3's campaign analysed on PS4 and Xbox One - there's the largest variance in frame-rate we've seen in a COD campaign since Black Ops 2 on Wii U. It's a substantial downgrade over last year's Advanced Warfare, where Sledgehammer stayed locked at a 1360x1080 resolution during the more demanding scenes. Due to the heavy upscale, the Xbox One release possesses a consistent blurry appearance when the action really kicks in: fine details are frequently smudged over, while geometry edges appear rough and fuzzy. Instead we're looking at a sustained 1280x900 resolution, even in less stressful gameplay scenes, with horizontal metrics dropping down to 1200x900 in more challenging scenarios - and the results are not impressive. Xbox One is a different story, targeting a baseline 1600x900 for gameplay, but after trawling through our captures it appears that the engine rarely - if ever - achieves this. During the opening firefight in the Provocation mission we see PS4 kick off at 1360x1080p before ramping back up to full 1080p a few moments later - the switch is often barely visible due to softening effect of the AA solution, although some blur across distant details is apparent. PS4 ranges between 1360x1080 to 1920x1080, although much of the time the engine manages to hit the desired native 1080p resolution for extended periods. Once the player gains control we see shifts in native resolution across both platforms, according to engine load. PS4 doesn't appear to drop below 1080p at all in these scenes, whereas the Xbox One version seems to transition down to 1728x1080 just before gameplay kicks off - and that's where the scaler really gets to work. Anti-aliasing is handled via the use of filmic SMAA, successfully providing good coverage across geometry edges, though some texture blurring is apparent. So how does the dynamic scaler work in Black Ops 3? Both Xbox One and PS4 versions render in native 1080p during cut-scenes, and for the most part full HD quality is retained throughout the duration of these sequences. This involves adjusting pixel-count on the fly, depending on the engine load - it's a way of freeing up valuable GPU time without permanently compromising on image quality, and produced some remarkably smooth results in the recently released Halo 5. On top of the optimisation effort, it seems that the team's solution to the performance challenge was to implement yet another ambitious piece of technology: dynamic resolution scaling. The team's technological ambitions are also remarkable in terms of the game's visuals: physically-based rendering, simulated global illumination and a battery of impressive post effects work makes this new campaign the most visually arresting yet.īut has the developer perhaps pushed its technology too far? The campaign co-op demo revealed at this year's E3 had us slightly concerned: frame-rates throughout the demo often fell short of the desired 60fps target, even dipping below 30fps. Blacks Ops 3 delivers yet another bombastic Call of Duty campaign, this time backed by four-player online co-op, along with a two-player local split-screen mode. You've got to hand it to Treyarch - the team's Call of Duty titles always push boundaries in terms of scale, scope and spectacle.
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