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Other drawbacks do stand out more prominently though, such as the aliased shadows, and especially the pop-in of trees - even with the mandatory 1.6GB install on 360, and 1.1GB install on PS3 to help with streaming.
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The net result is that car exteriors and roads no longer feature the same dampened, muddied look of the PS4 and Xbox One versions. The lower resolution window on PS3 and 360 versions means other details and effects can be scaled back without the impact being felt too strongly texture filtering is of the trilinear variety, and reflection mapping across cars is simplified. Similar to Battlefield 4, the PS3 and 360 versions' slight tuck on the vertical axis comes courtesy of tiny, eight pixel borders at the top and bottom of each output. A cursory drive-about on the PS3 and 360 builds shows the core handling - with all physics - as fully intact, though the biggest hit in a visual sense comes by the use of a 1280x704 native resolution. Slight differences aside, then, this trio shows the game in premium form, while the current-gen versions expectedly show up with more compromises. It's a surprise to find that even ground textures are even a match as well.
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Regardless, this basically amounts to nit-picking, and at full 1080p all three versions look effectively identical in motion - even down to the post process anti-aliasing method used on PC. Outside of environmental details, shadows also benefit from improved filtering on the PC's maximum setting, where Sony and Microsoft's platforms deliver faintly blurred edging to shadow outlines.
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"The PS4 advantages we saw in the Face-Off Preview remain in effect in the final game, but the arrival of the PC version introduces a slightly better-looking game with the opportunity to hack in 60fps gameplay." The PlayStation 4 and Xbox One versions of Need for Speed: Rivals compared. Draw distances on PC are also much farther afield than Xbox One and PS4, but altogether, this is a luxury that doesn't affect the look of the game outside of these fleeting stationary moments. A generous smattering of world details is in effect here, adding more grass, rocks, crates to the environment - mainly picked out during pre-race build-ups. As ever with this series, many of the minor differences you're likely to spot are a by-product of changing cloud positions affecting lighting, or the procession of its in-game clock.Įven so, the PC version strikes out with clear advantages over the next-gen releases.
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With both versions updated fully to version 1.01, we've pieced together a 70-strong Need for Speed: Rivals image gallery, plus a trio of head-to-head videos below. For the final build, all of this does indeed remain the same - leaving the PS4 with a respectable, if not spectacular, advantage in the visual stakes. By comparison, the Xbox One relies on an approximate measure with its screen-space approach to shading (SSAO), producing a prominent silhouette around each car's exterior, plus a persistent shade under spoilers during a race. While shadows aren't filtered to the same quality as the PC version on ultra settings, Sony's platform matches it with a refined bokeh depth-of-field effect that goes entirely missing on Xbox One - where it appears as a more simple blur filter instead.īased on direct confirmation from Ghost Studios' rendering engineer, Andreas Brinck, the PS4 also gives us the more accurate horizon-based ambient occlusion (HBAO), as seen on the PC's maximum settings. This remains the case for the final release here too, though the PS4 retains its stronghold in the effects category.

However, frame-pacing issues affected performance on both, and with promises of an imminent fix, a question mark lingers over the state of the final release - and how the end result stands up to PC.įor a quick recap, both next-gen versions produce stunning 1920x1080 native images with perceptibly identical lighting, textures and geometry across the board. Regardless, during our testing, we were surprised to see the PS4 and Xbox One versions of the game delivering near like-for-like visuals too, albeit with more refined effects-work appearing on Sony's side. This isn't our first look at the game of course - we were lucky enough to gain extended access to Rivals during EA's recent multiplayer press event, but the PC version was nowhere to be seen. As Ghost Games' debut racer, Need for Speed: Rivals is a curious beast - a game of highway tag that replicates the handling of Criterion's efforts to an uncanny degree, despite the move to the Frostbite 3 engine.
