Digital Foundry hat eine kleine vorab Analyse, große Vergleich kommt die nächsten Tage.
Let's kick off with some initial observations on image quality. Generally speaking, intricate texture detail and high-contrast edges aren't the most obvious elements of Watch Dogs' visual make-up, so the good news is that despite lacking a full 1080p framebuffer, the PS4 edition remains a very handsome-looking game compared to the PC release running at maximum settings. The surprise is how close the pared-down Xbox One game compares; after Titanfall's aliasing issues, we had concerns about Watch Dogs' visual presentation, but it manages to acquit itself rather well overall, as the shots below should demonstrate.
However, pure pixel count isn't the only adjustment Ubisoft Montreal has made. Ambient occlusion is also reduced, if not removed completely on Xbox One, which is a bit of a blow given that the effect is really needed in the harshly lit daytime scenes. On top of that, shadow quality also appears to move down a notch on the Microsoft console, although this is only noticeable when you view things up close.
One of the elements we like about the PS4 version is that performance is pretty strong for an open-world title. It feels solid, motion is fluid, and controller latency - while a little muggy - is at least consistent for most of the duration. First impressions on making our way through the first mission Xbox One are rather positive: the game seems to be a complete match for the PS4 version, locking at 30fps.
When render time runs over budget, an adaptive v-sync kicks in when the game can no longer sustain 30fps, resulting in the manifestation of screen-tear until overall engine load has stabilised. Therein lies the principal difference between the Xbox One and PS4 versions of the game - the Microsoft console runs over budget more often, especially in driving sections, meaning more tearing. Noticeable, but not especially annoying on PS4, the Xbox One version is somewhat more intrusive in this regard - with tearing even appearing in certain cut-scenes, which remain completely solid on the Sony console.
Perhaps more disappointing are the issues with PC performance. We noted a lot of comments online about stutter and can confirm that this is an issue, even with powerful gaming hardware. It appears that streaming of assets is the major culprit as adjusting texture quality has much more of an effect than dialling back graphical presets. We'll go into depth on PC performance in the full Face-Off, coming soon, but first impressions are that while the stutter issue remains in effect on Nvidia hardware (with v-sync active, we see occasional frame-time dips from 16ms to 33ms to 50ms), it is much more of an issue with the AMD cards. Even going nuclear and throwing a top-end 290X at the problem didn't produce a satisfactory experience.
http://www.eurogamer.net/articles/digitalfoundry-2014-watch-dogs-performance-analysisKurz:
Ps4 - 900p; XboxOne - 792p
XboxOne hat kein Ambient Occlusion im Gegensatz zu Ps4 und PC.
XboxOne hat niedrigere Schattenauflösung als Ps4 und PC.(PC noch höher als Ps4)
XboxOne hat eine etwas weniger stabile Framerate als die Ps4 und leidet unter stärkerem Screentearing. Aber beide Version sehr stabil.
Ps4 und XboxOne haben Texturqualität auf dem Niveau von den "High"-Einstellungen am PC.
PC Version ruckelt, selbst bei HighEnd Karten. (Das Problem lässt sich meistens beheben indem man die Texturqualität von Ultra auf High runter schraubt)
@CthulhusPrison Naja, das Fleisch is schwach unso...